Stereo 3D with NVidia 3DVision problems between Pro Indy versions

Hi everyone,

I have created a Windows application that I display on a stereoscopic projector with active shutter glasses using the NVidia 3D vision drivers. The problem is that ONLY when the application is built using the Indy version of Unity (3.6) the stereo effect looks ok on all objects, regardless of material type (diffuse/specular/bump mapped etc.). When I build the application with the Pro version with the exact same rendering options and shaders some of the objects appear to have overlapping edges at some distances (as if there is an overlay or ghosting) which completely breaks the stereo effect.

I imagine this is because of the different renderers used in the two versions of Unity, because with exactly the same materials and rendering parameters I see differences on how some objects look rendered from the two different versions of Unity. Unfortunately I need to build through the Pro version because there are video materials on 3D surfaces and dynamic shadows needed in the application.

I have tried using materials as simple as possible without using fancy shaders other than simple diffuse/specular and some transparent/cutouts that I can’t avoid, also I tried forward and deferred lighting but it doesn’t fix the problem.

Does anyone know how to ‘fall back’ to the renderer/shaders or other setting of the Indy version without affecting the use of render-textures and shadows so I can have the same stereo rendering through the Pro version?

Have screenshot?

it is a bit difficult to capture a stereo screenshot but I can try and provide a screenshot from normal rendering in pro and indy to show the difference. I will upload sometime later when I get to my dev pc.

I just had an epiphany. I think that all the objects that appear to have the problem are declared as static because at some point I considered baking their lightmaps to optimize shadows. I can’t test it right now but is it possible that this may be what is causing the ghosting? I have a hunch that the stencil buffer for static objects is handled differently from dynamic ones for optimization purposes inside the renderer and that is creating the issue. I can’t test it right now because the stereo setup is at the installation where this application will run, but am I very much off the target to make this assumption?