Stereoscopic Rendering Check Box

Hi, I tried to use this Stereoscopic Rendering feature in Unity 4.5, but I could not make it work.

I have a system that can display active stereoscopic rendering with quad buffer, with the following specifications:

  • Windows 8.1.
  • Unity Pro 4.5.
  • Graphic card that supports Direct X 11.
  • 3D DLP Projector that supports 120 Hz screen refresh rate.

On the same system I am able to see stereoscopic rendering with another interactive 3D software and 3D DLP projector (I just need to activate that interactive 3D software’s Quadbuffer feature).

The issue is I cannot see stereoscopic rendering after activating Unity 4.5 Stereoscopic Rendering check box.

Do you have any documentation or tutorial about the Stereoscopic Rendering feature? How to make it work?

Yes I am also interested in knowing how to do this.

Not 100% sure what you want. Do you want your scene view to be stereoscopic? The stereoscopic checkbox in the Player Settings does not make the camera in your scene stereoscopic, to my understanding it just makes some optimizations if you are using a stereoscopic view (which I use in my VR scenes, btw. seems to be less of the dreaded judder). EDIT: This information is not correct (or relevant, really), correct answer for use of the Stereoscopic checkbox in the Player Settings can be found below!! Thanks, thep3000!

To view your scene for a head-mounted display (stereoscopic), you have a few options:

  1. The (highly) recommended method if you are to use the Rift is to import their unityPackage, and use their prefab for the camera. When you drop this prefab in your scene, the game view will become stereoscopic.

  2. You could simply place two cameras in the scene, and then changing their view ports simply split the screen vertically with one camera for each of the left/right eyes. Had to do this for an HMD in the lab I worked in last year, I personally don’t recommend it as you have to write code for adjustments of IPD, etc. yourself… Use option 1 if you can.

Hope this helps!

Basically I just want to open my application and see the scene in active stereoscopic 3D. I thought the Stereoscopic Rendering checkbox is the way to enable stereoscopic 3D viewing through 3D DLP projector projection. I am also looking for this feature documentation and tutorial.

Hmm, is this checkbox something that can be changed on the fly?
Whats the drawback of using it without the rift setup?
Thinking about how to handle it when a game supports both monitor and rift.
If it gives better performance its a great thing!

Edit: Sent a bug report about the total lack of documentation about it, if more do that they might give us some info about it : p

Thanks man, we definitely need a documentation and a tutorial for it

Stereoscopic checkbox is strictly for DirectX11.1’s stereoscopic 3d support. It doesn’t use AMD’s quad buffer extension. Make sure that https://code.msdn.microsoft.com/windowsapps/Direct3D-111-Simple-Stereo-9b2b61aa works on your machine.

When you launch the game, hold shift to bring up the resolution dialog. There will be a checkbox in the resolution dialog for Stereo3D if a capable display is detected. Regarding the API, there are a few options on Camera: stereoEnabled, stereoSeparation, stereoConvergence. Use these to tweak the effect. You will need only one camera in the scene, the rendering of the two eyes is handled by those parameters.

Note that this checkbox is not for Oculus (or other VR headsets to my knowledge) at this time.

1 Like

Awesome, thanx a LOT for clarifying this! : )

Thanks for the clarification, thep3000! Updated my post above that contained incorrect information and pointed them to your post instead.

The default shadow rendering had issues with rendering shadows correctly using nvidia’s 3D Vision setup (they would render at the wrong depth). Does this feature address that at all?

I think shadows are an issue with Nvidia 3D Vision in automatic mode, where the driver automates stereo separation, convergence, etc. Shadows rendered in screen space and thus the driver knows nothing about the depth. But when using the stereoscopic mode described above, we render the shadows at the proper depth in each eye, so they should work.

@thep3000
Any official documentation on this (Stereoscopic rendering checkbox)?

None to my knowledge. I’ve added it to our issue tracker.

https://code.msdn.microsoft.com/windowsapps/Direct3D-111-Simple-Stereo-9b2b61aa is working fine on my machine.

I enabled stereoscopic check box in player settings but still i am not able to see stereoscopic view in unity,why is it so?

Hi thep3000, I have tried the following:

  1. https://code.msdn.microsoft.com/windowsapps/Direct3D-111-Simple-Stereo-9b2b61aa : This works.

  2. Check the Stereoscopic Rendering and Use Direct3D 11 checkboxes in the Player Settings.

  3. Publish it as 32-bit and 64-bit applications.

  4. Try it with single camera and double cameras.

  5. Hold Shift when launching the application to see Stereo 3D checkbox in the resolution dialog : I do not see the Stereo 3D checkbox…

After trying many methods, I still cannot see the stereo effect in my standalone application. And the “Camera.main. stereoenabled” property always returns “false”. Did I miss some steps?

Hi,
if you need DX 9/11/11.1 stereoscopy / clustering etc we can provide to you a beta version of MdidleVR for Unity that can do that much more easily!
contact@middlevr.com
Let us know!
Sébastien

Thanks Sébastien, but I prefer not to use plugin if possible…

Liquify : please double-check your desktop resolution ; it has to be marked as “3D” from the standard Windows display resolution settings.
@thep3000 : any hint about the documentation of this feature ? For some reason it seems to screw up the camera projection matrix (release 4.6.1f1).

Hi Scale1Portal, I used 1024 x 768 (3D) desktop resolution. I also tried to play it without window (maximized) and enabled the projector view only, but it still doesn’t work.

Which convergence and separation values did you use ?
I can’t say for 4.5 though, I only tested in 4.6.