Open topic with navigation
As with any unique code path, 3D Vision Automatic does require a bit of attention during the QA process. Following these tips and steps will minimize the cost of stereoscopic QA while providing maximum coverage for your application.
NVIDIA suggests that developers use anaglyph mode as often as possible, both in daily development and for QA purposes. This will reduce the resource contention and specialty hardware requirements for your testing efforts without compromising on coverage.
3D Vision Discover mode (Red/Blue glasses and a default driver install) uses the same code paths as 3D Vision Automatic, except for the final step. In 3D Vision Automatic mode, the final step is to present the image to each eye, while in 3D Vision Discover mode the final step is to composite the two images into a single Red/Blue image pair.
3D Vision Discover Mode can be enabled by running the Stereoscopic Wizard from the Stereoscopic 3D section of the NVIDIA Control Panel.
For Tegra developers, NVIDIA suggests using a compatible Tegra device connected via HDMI to a 3DTV during development and QA testing. The developers and QA testers should play the game in stereo noting any graphical glitches, depth issues, problems with UI, or other issues that are exclusive to the game when played in stereo.
With the initial release of 3D Vision for Tegra, each game requires a valid 3D Vision profile to run in stereo. Contact your NVIDIA account manager to obtain a stereo profile for your game and instructions on how to install the profile to the Tegra device. NVIDIA is working to remove this requirement and make it more seamless in the future.
If there are issues setting up the HDMI output or the 3DTV fails to display a 3D image from an Android-Tegra device, do the following:
If problems persist, contact your NVIDIA account representative.
The two primary settings that users can adjust for a title are Separation and Convergence. Adjustments of these settings should be considered an important part of the testing matrix.
Separation can be adjusted on both the PC and on Tegra devices in several ways.
|Note: In general, rendering should work for the entire gamut of separation values. In particular, full screen effects should work at both low and high separation.|
Convergence adjustment is considered an advanced feature, and must be enabled from the control panel.
Adjusting convergence will move the convergence plane closer or further from the user. Most engines can tolerate some adjustment to this value, but objects will tend to separate somewhat severely at high values of convergence. This is normal and expected.
As with Separation, full screen and post-processing effects should continue to work regardless of the value used for convergence, even after objects have diverged beyond the brain’s ability to rectify the image.
NVIDIA® GameWorks™ Documentation Rev. 1.0.200601 ©2014-2020. NVIDIA Corporation. All Rights Reserved.