Saw this post linked to in another thread I was reading, and a project like this would also be compelling to use with the in-development "geo-11" software that replaces Nvidia 3dvision for DirectX11 games - it's designed from the ground up to be compatible with existing 3d vision fixes made by the community, while being able to output natively to a variety of formats - 3d vision (of course), SBS/TAB/Interlaced, even full resolution SBS for output to VR. Crucially, it remains a single frame stereo 3d solution, and (eventually) should work with AMD hardware (currently, some shaders do not compile correctly on AMD hardware, resulting in game crashes).Chief Blur Buster wrote: ↑05 May 2022, 15:02This is because XG2431 polarization direction is 90-degrees different from most TN screens. That makes it compatible with different shutter glasses, like repurposed DLP shutter glasses.SEA_mukilteo wrote: ↑05 May 2022, 12:32Hello,Chief Blur Buster wrote: ↑19 Apr 2022, 23:24Personally I'd consider the ViewSonic XG2431 for even better zero-crosstalk results (using 120Hz with the VT2250 trick).SEA_mukilteo wrote: ↑18 Apr 2022, 16:23Can I expect no ghosting 3D stereo image with quadro graphic card / stereo 3 pin extension connector/active IR shutter glass and this viewsonic XG270?
Make sure the 3D glasses are correct polarization (vertical polarization versus horizontal polarization). IPS is polarized 90 degrees differently from TN screens, so shutter glasses for TN screens won't necessarily work unless you rotate your monitor by 90 degrees to portrait.
I had chance to test ViewSonic XG2431 with active IR shutter glasses(XPAN 105-IR-X1 / for general 3D TV).
The test environment are like followings:
- Prepared side by side green/blue image @120Hz(sView)
- Quadro RTX 5000 with VESA stereo 3 pin extension connector
- Set PureXP as "Ultra" in ViewSonic XG2431
- No blur image on each left/right lens of IR shutter glass
- No polarized issue, it was same as TN screens
Do you know why no polarized issue on ViewSonic XG2431?
- Shutter glasses uses LCD shutters which don't work well with wrong-polarized light.
- DLP emits unpolarized light (compatible with all shutter glasses)
- TN emits polarized light (compatible only with certain shutter glasses)
- IPS emits polarized light 90 degrees different from TN (compatible with DIFFERENT shutter glasses)
So shutter glasses must be compatible with the LCD's polarization.
You can also rotate a screen between portrait/landscape to fix polarization compatibility issues, since TN and IPS are polarized differently. IPS polarization is apparently more compatible with DLP-glasses polarization, because LCD inside shutter glasses don't work well with wrong-polarized light.
You found one of the best kept secrets: Today XG2431 is one of the best tiny 24" 3DTV-compatibles ever released -- near perfect zero crosstalk with the 120Hz VT2250 trick in ToastyX -- then re-calibrated with ViewSonic Strobe Utility to hide the room-temperature-sensitive part of crosstalk (temperature of summer/winter can worsen 3D glasses crosstalk).
I found that XG2431 PureXP is compatible with most DLP-Link glasses, with a "DLP-Link emulator" that has a shutter phase adjustment. And then using 3rd party 3D players that uses sequential-frame.
Voila. Perfect 3D from XG2431 that is superior to most 3DTVs and even better than NVIDIA 3D Vision!
It's very hard to setup, but I've been thinking of creating an open-source adjustable Arduino DLP-Link emulator box. That can turn most strobed LCDs into 3DTVs. It requires adjustable shutter phase, to compensate for refresh-delay difference between LCD and DLP, but other than that, it works perfect to use DLP-Link glasses with many strobed LCDs.
I imagine it'd work great with VorpX (enables 3D in video games), to turn XG2431 into a 3D Vision clone, usable with any generic DLP-Link glasses with compatible polarization.
Actually, I'll post an open source prize pot for this.
Bounty prize offer: $200 USD paid to first forum member who can package a working open source VorpX + DLP-Link solution for ViewSonic XG270 or XG2431
- DLP-Link glasses (cheap at $10 each)
- DLP-Link emulator (simple arduino box, I recommend Teensy 4.0 since it supports 0.125 microsecond USB 8000Hz for accurate sync)
- ViewSonic XG2431 monitor
- Viewsonic Strobe Utility
This probably won't need any changes to VorpX, however, if any is required (to sync between the DLP-Link emulator arduino over a USB cable), that code also needs to be contributed as open source to the VorpX team as a possible VorpX plug-in.
Bonus: Adjustable shutter-open-length per eye, and adjustable shutter-open-phase (relative to VSYNC signalling over USB cable to DLP-Link emulator box from Windows D3DKMTGetScanline() to monitor VBlank events). That should make it compatible with almost all strobed monitors, assuming compatible polarization.
A project like the one you've put a bounty on, with potentially a little extra work, would result in a completely open source, hardware agnostic replacement for 3d vision that'd work on the latest GPUs (Nvidia or not), on any display of sufficiently fast response time / motion clarity.
Worth mentioning that geo-11 is a free open source alternative to 3d vision and doesn't require the use of VR hardware, and has the backing of the passionate 3d vision community that is still actively developing stereoscopic fixes for games new and old, for the most common rendering API in use (DirectX11). VorpX is still paid software that targets a different, primarily VR based audience.