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Posted

Wanted to see the beautiful EDGE shadows and glares on mustang canopy in 3d, but no luck. The game runs, but the output is corrupted (see screen) both in vertical and horizontal modes (default and custom .lua). I saw a thread about 3dVision, but not this issue...

Screen_151021_012003.thumb.jpg.1a57ca41ba49f316ec0de26fb1879965.jpg

12900KF@5.4, 32GB DDR4@4000cl14g1, 4090, M.2, W10 Pro, Warthog HOTAS, ButtKicker, Reverb G2/OpenXR

Posted

First things first:

 

This game works perfect with Tridef DDD now.

 

Second:

 

_ = function(p) return p; end;

name = _('Stereo');

Description = 'Stereo render two viewports for left and right eye respectivelly'

Viewports =

{

Left =

{

x = 0;

y = 0;

width = 1920 * 0.85;

height = screen.height;

viewDx = -0.005;

viewDy = 0;

aspect = screen.aspect;

eye_shift = -0.005;

},

 

Right =

{

x = 960;

y = 0;

width = 1920 * 0.85;

height = screen.height;

viewDx = 0.005;

viewDy = 0;

aspect = screen.aspect;

eye_shift = 0.005;

}

 

}

 

Have fun and tweak the eyeseperation and convergence to your personal preference. :)

 

There is some freaky stuff going on with stereo setups that I still try to figure out but the config posted above should help during the meantime.

Posted

Thanks, smoochi! It works, although I don't understand this 0.85 multiplier. In 1.2 I got somewhat better results using TAB, rather than SBS (more horizontal pixels make text in cockpit more readable). I am having a hard time modifying it for 1.5. Could you help?

 

_ = function(p) return p; end;

name = _('StereoTAB');

Description = 'Stereo render two viewports for left and right eye respectivelly'

Viewports =

{

Left =

{

x = 0;

y = 0;

width = screen.width;

height = screen.height * 0.5;

viewDx = -0.002;

viewDy = 0;

aspect = screen.aspect;

eye_shift = -0.005;

},

Right =

{

x = 0;

y = screen.height * 0.5;

width = screen.width;

height = screen.height * 0.5;

viewDx = 0.002;

viewDy = 0;

aspect = screen.aspect;

eye_shift = 0.005;

}

}

12900KF@5.4, 32GB DDR4@4000cl14g1, 4090, M.2, W10 Pro, Warthog HOTAS, ButtKicker, Reverb G2/OpenXR

Posted

Just noticed. The solution you provided works, however not quite free of errors. I am seeing two suns in the Bf 109 quick dogfight mission! To make sure it is not a reflection, I ejected and looked form the ground as well. It is definitely a separate disk, not visible in 2d mode.

Screen_151025_235756.thumb.jpg.99a4b7dd18e9ab19e6fa8ff66388df85.jpg

Screen_151025_233105.thumb.jpg.463fbf9d8f8f76c627ab067cc606d68f.jpg

12900KF@5.4, 32GB DDR4@4000cl14g1, 4090, M.2, W10 Pro, Warthog HOTAS, ButtKicker, Reverb G2/OpenXR

Posted (edited)

Another oddity - not all planes work with this mod! I so far tried BF, Su-25 and Huey - they do, but Mig 21 and MIG 15 don't! So this feature is indeed broken ((

 

And while it does work for Huey, the resulting 3d picture is too wide - wrong aspect ratio!

Screen_151026_004009.thumb.jpg.84d7a273b524ab49751b9b55b587d0c1.jpg

Screen_151026_003914.thumb.jpg.129add8a0df08425a8356b6571d23ee8.jpg

Edited by impalor

12900KF@5.4, 32GB DDR4@4000cl14g1, 4090, M.2, W10 Pro, Warthog HOTAS, ButtKicker, Reverb G2/OpenXR

Posted (edited)

This works for me ...aspect is spot on!! Edit ...make sure you use 960 for the x value on the Right viewport

 

_ = function(p) return p; end;

name = _('Stereo');

Description = 'Stereo render two viewports for left and right eye respectivelly'

Viewports =

{

Left =

{

x = 0;

y = 0;

width = 1920 * 0.85;

height = screen.height;

viewDx = -.02;

viewDy = 0;

aspect = screen.aspect / 2;

eye_shift = -.02;

},

Right =

{

x = 960;

y = 0;

width = 1920 * 0.85;

height = screen.height;

viewDx = .02;

viewDy = 0;

aspect = screen.aspect / 2;

eye_shift = .02;

}

}

Edited by willibeu
Posted
This works for me ...aspect is spot on!!

 

Which birds did you try it with? It does not work with Huey or Mig-15/21 for me...

12900KF@5.4, 32GB DDR4@4000cl14g1, 4090, M.2, W10 Pro, Warthog HOTAS, ButtKicker, Reverb G2/OpenXR

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