DirectX bad framerates and Opengl stereo
by Palex · in Technical Issues · 06/20/2003 (2:53 am) · 5 replies
Hello, I have post this thread in the opengl section with no response, so i'm trying here. I'm working in making Torque compatible with stereoscopic glasses under OpenGL, because my level has a poor framerate ratio with DirectX stereo mode (nvidia detonator driver).
As you probably know, under DirectX and with detonator drivers the stereo effect works fine, but in Direct3D mode I get a very very low framerate (mono and stereo). I'm working with several cards, one of them is a Geforce4 Titanium, and with all, under opengl I get five times the framerate than with directx mode on Torque. I have proved several versions of the detonator drivers a stereo drivers, patches, reconfiguring the detonator with RivaTuner... nothing, always very low framerate. But with other games, the direct3d results are similar or better than with opengl!! I think the reason is not the driver or the cards, but the Torque wrapper and the interchange of data between structures of opengl to directx wrapper. It seems to be the bottleneck problem, can anyone confirm that?
After that bad results, i have spent some days trying to modify the opengl stereo code of the Torque game engine following some opengl tutorials. The problem is with the sky and hud. Opengl don't render these two structures in one of the two stereo buffers, but i have no idea of the reason.
I have spent much time with this matter with no result, and i will appreciate very much any help. Thanks.
As you probably know, under DirectX and with detonator drivers the stereo effect works fine, but in Direct3D mode I get a very very low framerate (mono and stereo). I'm working with several cards, one of them is a Geforce4 Titanium, and with all, under opengl I get five times the framerate than with directx mode on Torque. I have proved several versions of the detonator drivers a stereo drivers, patches, reconfiguring the detonator with RivaTuner... nothing, always very low framerate. But with other games, the direct3d results are similar or better than with opengl!! I think the reason is not the driver or the cards, but the Torque wrapper and the interchange of data between structures of opengl to directx wrapper. It seems to be the bottleneck problem, can anyone confirm that?
After that bad results, i have spent some days trying to modify the opengl stereo code of the Torque game engine following some opengl tutorials. The problem is with the sky and hud. Opengl don't render these two structures in one of the two stereo buffers, but i have no idea of the reason.
I have spent much time with this matter with no result, and i will appreciate very much any help. Thanks.
About the author
#2
Any new help will be appreciated.
06/25/2003 (7:50 am)
Thaks Ben... I really know this separation and the wrapper. In fact, I have made some changes in the Torque-Opengl 2d functions (lines, textures...) to prove with the same functions but in its 3d version, with no success.Any new help will be appreciated.
#3
10/16/2003 (1:46 am)
Hi! I'm working with stereography too. Where's that Torque code about stereo? I would like to give it a try.
#4
10/16/2003 (4:13 am)
Try e-mailing Palex...
#5
In general, is it possible for the Torque engine to render stereo scenes??
Many thanks
12/08/2004 (6:53 am)
I'm new with Torque but the ultimate goal is to incorporate stereo vision into the program I will be developing... I have a head mounted display that supports passive stereo duel channel input.... will this be compatible with the Torque engine??In general, is it possible for the Torque engine to render stereo scenes??
Many thanks
Associate Kyle Carter
I have no idea what the problem is with the framerate section; however, Torque currently uses an OpenGL wrapper to do DirectX, this might be part of the problem.