MyDream Swift

MyDream Swift

Legendary Neurotoxin  [developer] May 3, 2016 @ 5:21pm
Stereoscopic 3D with Swift and Tridef 3D!
Greetings Swift community!

We've been testing out various solutions for 3D Stereoscopic support for Swift, and have come across one very effective solution. With the help of TriDef 3D[www.tridef.com] it is possible to play games using their split-screen steroscopic display mode when used with Swift. This is currently working in Cinema mode, and we are researching the best method to make it work for First Person mode.

Setup is easy - install TriDef 3D, configure it to use the side-by-side split-screen 3D projection mode, then launch one of their supported products or create a new profile for a product that is not yet supported, and confirm that the split-screen stereoscopic functionality is working properly.

Once this has been confirmed, close the game or product before opening MyDream Swift, select the product in the Swift products list (or add the product to the list) and toggle on Enable Swift. The product is now configured, and can be launched from TriDef 3D to launch with split-screen display mode.

In Swift cinema mode, use ctrl+shift+F5 to swap between the different modes of split-screen stereoscopic overlapping (either the narrow format or the stretched-to-fit version)

We recommend using the Trial version of TriDef 3D to see how it works before buying it. Because Stereoscopic is not provided as native support, there will be lite to heavy performance loss when using TriDef 3D, and we recommend adjusting in-game settings accordingly to preserve performance for best use with Swift.

Let us know how it works for you!
Last edited by Legendary Neurotoxin; May 3, 2016 @ 5:22pm
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Showing 1-8 of 8 comments
Zanfire May 7, 2016 @ 1:42pm 
Are you seriously telling people to guy buy a 40$ piece of software to make your software work like it should? Why anyone would buy this over something like Vorpx is beyond me.
Legendary Neurotoxin  [developer] May 7, 2016 @ 3:24pm 
I'd wager some of our users already have it, so why not give them a guide?
chreas May 14, 2016 @ 5:49pm 
I can't get this to work. What games was this tested for? I've been trying to get dark souls 1, hawken, and half life 2 to work with this setup and all 3 games crash at startup if they are enabled in mydream swift and launched through tridef. I can run them independantly with just mydreamswift or tridef but the combination of the two will crash it.
Blootrix May 27, 2016 @ 12:13pm 
I wanted to help out your engineering team, by letting you guys know a couple of things I've figured out in order to get Swift working with Tridef3D in First Person.

You will need predefined aspect ratios for different resolutions. As long as you have predefined aspect ratios, that'll compensate for any distortion.
Though, you should still add a distortion correction slider as well.

Next you'll need to keep your zoom ability active. Some games benefit from having a widescreen effect as it lessens motion sickness.

Lastly this is the most crucial part, in order to completely bypass any motion sickness, you'll need pre-configure mouse emulation sensitivity on a 1:1 scale on a game by game basis, or the wearer will be sick.

You probably knew most of that, but this is what I've gathered from a similar testing method I'm using at the moment. I hope that info helps you guys out.

EDIT: In terms of Aspect Ratios, I believe you'll also need different lens correction on a lens by lens basis. So, Vive, Rift, OSVR1.1-1.2 & OSVR 1.3-1.4, and then for people using Google Cardboard, you'll need lens correction for the most popular cardboards in use, like the BoboVR Z3 & Z4, etc etc.

Edit 2: Added a little more info to certain areas.
Last edited by Blootrix; May 27, 2016 @ 8:58pm
Legendary Neurotoxin  [developer] May 27, 2016 @ 1:09pm 
Cheers, thanks for the info Proxish!
Blootrix Jun 7, 2016 @ 3:47am 
Hey,

I've been trying to get Tridef3D/Swift working with the OSVR and unfortunately I'm running into the issue of Swift reporting that no HTC Vive or Rift is detected.

Swift works fine on it's own, whether SteamVR is running or not, it works. (Whatever game I run will appear both on my monitor and in the cinema on the OSVR which is normal I assume)

I'm getting this issue whether SteamVR is running or not and I've not been able to get around it.

I'm attempting to boot Mirrors Edge via Tridef 3D Ignition, with Swift enabled in Cinema Mode. (Both with and without SteamVR running)

Any ideas?
Legendary Neurotoxin  [developer] Sep 20, 2016 @ 10:28am 
For Swift or LightVR? :)
Legendary Neurotoxin  [developer] Sep 26, 2016 @ 11:19am 
I'll request it from the engineers for LightVR. I thought we already had it set up, but that may have been in a previous build.

Thanks!
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