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Posted: October 20, 2008, 06:43:20 AM Post subject: MORE BUGS
So Far...
Colin Mcrae DiRT
Periodically locks up completely (the entire O/S), despite running on Low quality output. Only game that does this.
GRiD
Low graphics output OK, crashes when trying to put in 2400 x 600 mode @ 85hz though. Anything over low (e.g. medium) can't deal with the Blur post-processing effect - the entire image is blurred.
COD4
Different shading on certain objects in each eye, causing eye strain and headaches.
I'm going to test some others, but this is it for now. Guys, with all due respect we've waited a hell of a long time for this driver with constant delays for release every time. The B4 was delayed by 2 weeks and you still havent sorted out the shutter mode properly. You gave an incorrect example file for BLC so I had to correct this myself, and we've accepted for now that the shutter mode can only work in this manner (forcing the need for a very high end graphics card). Given all these considerations, can you at least please release something usable with even semi-modern games? :-/ This is a fourth generation beta of a driver, I know you are working hard but in fairness at this stage it is fair to say someone in your QA seems to be doing a pretty incomplete job (as these are all games most of us play) and it is starting to frustrate people. I'm just hoping we arent now waiting another month for issues like this to be sorted out, as I for one am almost ready to give up
Joined: 07 Oct 2005 Posts: 3573 Location: Airplane
Posted: October 20, 2008, 09:38:02 AM Post subject:
Hi, Chris!
We both know to run 100% shutter support we need to find the way to interrupt rendering - this is the matter of fact - with or without timelines - We are not going to give up, but it is not visible way atm to solve this problem - we are talking with whole world to find solution, but no reasonable answer came yet. I assume that we may have some more technical info from ATI or nVidia, but I'm not sure.
I was told many time that release external devices support will bring us a lot of headache, but we decided to make it to support as maximum of 3D as we can. Sorry, if this our decision frustrated you so much.
And sorry for BLC again - it was kind of misunderstanding about format you need.
We did not test GRID in 2400*600 @85 Hz mode - LCD has only 60Hz - this is our of our Q&A process. Could you please clarify configuration and output device you've used for us to understand a bit more your issue.
Posted: October 20, 2008, 09:55:07 AM Post subject:
BlackQ wrote:
Hi, Chris!
We both know to run 100% shutter support we need to find the way to interrupt rendering - this is the matter of fact - with or without timelines - We are not going to give up, but it is not visible way atm to solve this problem - we are talking with whole world to find solution, but no reasonable answer came yet. I assume that we may have some more technical info from ATI or nVidia, but I'm not sure.
I was told many time that release external devices support will bring us a lot of headache, but we decided to make it to support as maximum of 3D as we can. Sorry, if this our decision frustrated you so much.
And sorry for BLC again - it was kind of misunderstanding about format you need.
We did not test GRID in 2400*600 @85 Hz mode - LCD has only 60Hz - this is our of our Q&A process. Could you please clarify configuration and output device you've used for us to understand a bit more your issue.
Hi BlackQ,
Ok, thanks for the quick response. However, the rendering issues detailed about are not related to the output, they are going to apply to all outputs as they are occuring at the image rendering stage, not the output stage.
The configuration is as follows:
Q6600
4Gb Corsair XMS2
XFX GTX280 XXX edition
Windows XP SP2
Triplehead2Go digital, 3xBenQ MP720p DLP projectors@85hz, Stereographics CrystalEyes.
rFactor is pretty much flawless, as is GTR2 and other Simbin games that are slightly less demanding in terms of effects and CPU/GPU resources.
With DiRT I have solved the locking issue, I believe this was to do with running nHancer simultaneously to try and acheive as fast a framerate as possible for shutter mode. However, there is another problem - the dreaded shadows again... they all appear on the zero plane which causes eyestrain.
GRiD - try it with all details set to Low in the graphics settings. Then, with all details on medium and you should immediately see the problem - it is having problems with a post-processed blur (this is all running in DX9 btw, obviously).
The stereoenabler does the trick, though you do need a very fast (and therefore expensive) machine, so it does still write some people out of the market but it is better than nothing at this stage - if I had anything less it probably wouldnt be worth it, and even with what I do have I'm tempted to go to GTX280 SLI to squeeze that bit more out. The thing is though, this will be a waste of time and money if the shutter mode is fixed.
I know there are timelines, but most of the problems are in the games which by I'm sure you will agree people will have expected to be fixed by now. In terms of the shutter mode however, you have been talking about supporting this for months - evidently long before you even knew it would be possible. Personally, being a software engineer no company I have worked for in the past would raise expectations in this way without having first conducted a feasibility study and proof of concept - hence the frustration. I'm sure it is also in your interests to get this working as you will make a _lot_ of money if you can fix this mode - A hell of a lot more people have shutters than the VR920 for instance.
Anyway, I hope these things can be fixed and a new release be made imminently - I know it is probably working fine with a lot of game, but from my perspective so far more stuff has been broken than working.
Joined: 07 Oct 2005 Posts: 3573 Location: Airplane
Posted: October 20, 2008, 03:22:13 PM Post subject:
)) it is called "small, but important detail"
"Triplehead2Go digital" - we are working with Matrox and we have nice setup for car racing in our office too for 3 iZ3D all together - not all games work - this is in between of us and Matrox ..... - not related with rendering process, but with cooperation with Matrox hardware and software
so, it is not officially supported configuration yet - we are still testing this approach.
Regarding shutter glasses - and this was the reason of my concern about decision to support them - sync was and is an issue. But it would be lesson for me to keep dangerous and risky steps aside development process.
Posted: October 21, 2008, 02:08:00 AM Post subject:
BlackQ wrote:
)) it is called "small, but important detail"
"Triplehead2Go digital" - we are working with Matrox and we have nice setup for car racing in our office too for 3 iZ3D all together - not all games work - this is in between of us and Matrox ..... - not related with rendering process, but with cooperation with Matrox hardware and software
so, it is not officially supported configuration yet - we are still testing this approach.
Regarding shutter glasses - and this was the reason of my concern about decision to support them - sync was and is an issue. But it would be lesson for me to keep dangerous and risky steps aside development process.
FYI the bugs I have stated are not related in any way to the Matrox configuration. Re: shutters sync is only and issue as you havent investigated far enough to support pageflipping - but you already know this.
Joined: 07 Oct 2005 Posts: 3573 Location: Airplane
Posted: October 22, 2008, 12:22:54 AM Post subject:
Hi, Chris!
Did we miss something in our investigation? - I assume we checked everything and asked everybody... no other sources we have atm about the way how to interrupt rendering