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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
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#1
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With the help of Superman providing the link to the excellent stereo image viewer and converter here - http://stereo.jpn.org/eng/stphmkr/ and Stefem for explaining how to take stereo screenshots using the nVidia 3D capabilities, I've been able to compare nVidia's semi-automated 3D results to those you can get using the manual screencap & edit approach.
My results aren't definitive, and with some tweaking of the nVidia 3D parameters, maybe these results could be different, but... Cliffs Of Dover and nVidia 3D are clearly having some issues. Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() Manual ![]() nVidia ![]() These nVidia screenshots were taken in PNS format, using what looked at the time to be approximately the same amount of camera offset as the PNG FRAPS captures, but the 3D effectiveness is quite different. This might be a result of adjusting some other nVidia settings incorrectly, or it might not be, I don't know. I'm assuming there must be some way of adjusting the nVidia 3D parameters so that the basic 3D effect is more pronounced, because if there isn't then what's the point? I don't think the bugged out water and shadows on the nVidia shots is the result of an end-user setting though. I was hoping to see if I could use the nVidia 3D, then run the game in slow motion and take repeated 3D screenshots that I could then compile in a video-editor as a moving image sequence. That would have meant not having to use the game's buggy replay system and manually resetting the camera position for every shot. But I guess there ain't no easy way out ![]() Maybe some of the other nVidia 3D users can confirm these graphics bugs I'm seeing and perhaps suggest some solutions. |
#2
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There's not yet a dedicated profile for CoD so convergence isn't set at the best, anyway, users can create custom convergence profile if they want and the 3D depth can be adjusted in the NVIDIA control panel.
Shadows are bugged in 3D but I don't know if it's a driver problem or must be corrected on the engine side. |
#3
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Many thanks for the 3d content, however this is not the correct depth/seperation. Its similar to what would often happen in IL2, which is that the cockpit didnt seem to be rendered at the correct depth forcing you into a 'toy story' type 3d.
Basically, your perspective are way too far apart and make everything look small - including itty bitty cute toy planes. This is an entertaining effect, be sure, but thats not how it should look! Doing this makes depth perception in the distance (Where you really need it) suffer and makes it very hard to shift from looking in and out of the cockpit. |
#4
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#5
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The 3d effect should not really be that strong anyway - in reality, as someone pointed out, far off objects are all focussed close to each other and stereoscopy is very limited - after all, how different will an object 10km away look to eyes seperated by 10cm? Hardly any stereoscopic effect will be visible at that distance. The other problem I was describing really had to do with nvidia's old drivers on edimensional glasses in IL2 and the inability to get a decent effect along with a decent cockpit depth. I dont know if thats still the case, but your photos are being done manually anyway. As someone pointed out, FOV might also be something that needs to be taken into account. EDIT: Well, these are my efforts. Second has lower FOV and slight angle change, and is probably closer to the mark in terms of apparent size of the cockpit and depth outside the cockpit. Not quite right either way though. ![]() ![]() EDIT: Best exterior shot I could get - sorry, camera controls are super fiddly. Its not much different to yours, tbh. But notice how it looks 'deeper' into the monitor, rather than appearing to 'pop out' of it. Nothing should be 'popping out' of the monitor unless its literally closer than a metre or so. ![]() These are certainly not the height of 3d, but if you compare to yours, almost all of yours have something that appears to be closer than the bezel of my monitor. This is too close for things that, in most cases, are about 5-50m away. The 3d effect is of course stronger as a result, but its probably stronger than it would be in reality. While watching the various screenshots here, try 'grabbing' at them (without obscuring them) with your hands - how far are you reaching when it seems you are 'touching' them? Last edited by irR4tiOn4L; 04-06-2012 at 07:05 AM. |
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