Collimated HUD in stereoscopic 3D - is it possible?
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Again, OP isnt talking about collimation, just the HUD displayed in the in game cockpit.
Collimating the OTW display for your projection I suspect will be difficult if not impossible. Its doable with airline simulators I understand because of the limited FoV. I cant see it being so easy for 270 degrees in your space setup.
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Yeah this, which as I understand it isn’t actually an easy fix. But with all the interest in VR, it would be nice to find a way. I did honestly have a lot of fun with my ED shutter glasses back in the day but stopped using them basically due to this problem. In another thread, Demo talked about using them with good success if didn’t turn up the 3D too high:
https://www.benchmarksims.org/forum/showthread.php?25343-BMS-3D-Mode&highlight=glassesIts not an easy fix from the users point of view. For the developers though it should not be overly difficult. The biggest issue would likely be devs not having the hardware to test with.
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…going back and reading the original post, what he needs to do to get what he wants is to be able to inject a 2D image for the HUD symbology into the 3D world using a virtual display located at a stabilized location in front of the HUD glass…that he can choose. I can see a way to do this in software, and using MFDE…and a LOT of coding that I don’t know how to do.
It could be done, but this is yet another reason I’m not really a fan of 3D anything…
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Given that MFDE works the other way around (stuff from BMS rather than to it) Im not sure how it would help? BMS doesnt have an API for just adding new surfaces on the fly.
To the best of my knowledge what he wants requires developer changes.
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Again, OP isnt talking about collimation, just the HUD displayed in the in game cockpit.
Collimating the OTW display for your projection I suspect will be difficult if not impossible. Its doable with airline simulators I understand because of the limited FoV. I cant see it being so easy for 270 degrees in your space setup.
I wouldn’t need to collimate the OTW - just the projection through the HUD, the way a real HUD works. Point being to resolve angular viewing distortion as your head moves within the view box. As I said, I won’t know if I really want or require that until I actually look at what I’ve built.
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Given that MFDE works the other way around (stuff from BMS rather than to it) Im not sure how it would help? BMS doesnt have an API for just adding new surfaces on the fly.
To the best of my knowledge what he wants requires developer changes.
…that’s my point.
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…that’s my point.
Ah. It seemed like your post was suggesting a modder could add the functionality to BMS instead.
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Ah. It seemed like your post was suggesting a modder could add the functionality to BMS instead.
Nope…I was just augmenting the conceptualization…my inner engineer was showing…my bad.
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If OP I asking for 3D Glasses and HUD, also try these threads:
https://www.benchmarksims.org/forum/showthread.php?14406-Nvidia-3D-Vision-in-BMS-Awesome&highlight=HUD+focus. Good talk about settings
https://www.benchmarksims.org/forum/showthread.php?5576-nVidia-3d-Vision&highlight=HUD+focus This thread has more settings info and discussion supposedly for it to be made to work each HUD display object like FPM would need a polygon, but not sure if that is right. If so that is a big fix and big performance issue. Tried to find were one of the BMS Dev commented on it but can’t find. Not sure if the polygon issue is the actual problem. -
Hi there,
thanks for your answers. Blu3wolf understood me well. I don’t build my home cockpit, I only would like to ask, if it is possible to do any software changes to hud rendering (maybe wrongly called “collimation”) I linked a video in the first post, which describes it well. Currently HUD is rendered closely, which is seen in anaglyph image close aboard. If it was rendered more forwards, and sized up, it could be better seen in anaglyph 3D.
I have only one monitor and I use stereoscopic, blue-red glasses. It works perfectly with BMS, exept only the minor error with HUD, about which I would like to know if it is solvable.EDIT:
Thanks for above links. I searched but apparently not efficiently so i didn’t find similar threads. There are some clues about how to set NVidia 3D to be more or less accurate. But it doesn’t solve the problem in the way it should be solved. Without changing HUD rendering plane and scaling up symbology, it doesn’t seem to be fixed.
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I don’t know if you saw Demo’s post in the only link I posted first up in post #12, but his main hint on the HUD was to NOT try to converge the mouse cursor and just know that you are pressing the thing in between the two cursors, he said that was what kept the HUD the most readable and doesn’t give him any problems. Without using them now but having some experience, I would bet his settings are not going to give the most depth possible which maybe what you are trying for now. Unless the HUD gets fixed, this should the trade off.
All this talk of it lately and I want to give it a try again. Before I didn’t use anaglyph before but due to having 3 60hz monitors, that would have to be the way to go this time. Are you using the standard red/cyan ones or some other color combo? The red/cyan are suppose to really reduce your reds, but BMS doesn’t have much red. The other main complaint I’ve seen about anaglyph is that if you don’t have your monitors color tuned just right you will get ghosting. Have you had any ghosting that you reduced?
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Changing where the HUD is “projected” (the position of the surface where the HUD texture is applied to) is actually pretty straightforward. It is defined in the 3dckpit.dat for every aircraft. So if you would want to change it for the F-16CM-40 you would open the file “…\Falcon BMS 4.33_MODS\HUD Distance\Data\Art\ckptart\F-16CM-40\3dckpit.dat” with a text editor. And change numbers in line 20 accordingly.
Changinghud 20063.0 -2750.0 -618.0 20063.0 2750.0 -618.0 20063.0 -2750.0 4902.0 0 0 280 280 c; ```to
hud [b]40063.0[/b] -2750.0 -618.0 [b]40063.0[/b] 2750.0 -618.0 [b]40063.0[/b] -2750.0 4902.0 0 0 280 280 c;
See the comments in the file regarding the coordinates. Essentially they are 3D coordinates of the upper left, upper right and lower left corners of the surface on which the HUD texture is applied. To make the HUD bigger, after moving it further away, one would need to adjust the 2nd and 3rd coordinates.
// first number is toward you / away from you
// second number is left and right + number is right. - number is left
// third number is up / down - number is up. + number is down -
lukrop,
thanks for sharing these above, that’s just what to need to learn about.
This yours is a great way to start partecipating here, warm compliments and best wishes of a happy staying in this Community.With best regards,
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Changing where the HUD is “projected” (the position of the surface where the HUD texture is applied to) is actually pretty straightforward. It is defined in the 3dckpit.dat for every aircraft. So if you would want to change it for the F-16CM-40 you would open the file “…\Falcon BMS 4.33_MODS\HUD Distance\Data\Art\ckptart\F-16CM-40\3dckpit.dat” with a text editor. And change numbers in line 20 accordingly.
Changinghud 20063.0 -2750.0 -618.0 20063.0 2750.0 -618.0 20063.0 -2750.0 4902.0 0 0 280 280 c; ```to
hud [b]40063.0[/b] -2750.0 -618.0 [b]40063.0[/b] 2750.0 -618.0 [b]40063.0[/b] -2750.0 4902.0 0 0 280 280 c;
See the comments in the file regarding the coordinates. Essentially they are 3D coordinates of the upper left, upper right and lower left corners of the surface on which the HUD texture is applied. To make the HUD bigger, after moving it further away, one would need to adjust the 2nd and 3rd coordinates.
// first number is toward you / away from you
// second number is left and right + number is right. - number is left
// third number is up / down - number is up. + number is downHave you tried this with 3D glasses? I tried some 3dckpit.dat edits circa 2005 and it did not have enough effect to make a difference for stereoscopic mode. However, it is possible I didn’t make the right edits it’s been too long to remember exactly what I did.
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Have you tried this with 3D glasses? I tried some 3dckpit.dat edits circa 2005 and it did not have enough effect to make a difference for stereoscopic mode. However, it is possible I didn’t make the right edits it’s been too long to remember exactly what I did.
Nope sorry I don’t have any 3D capable hardware (yet). But it’s possible that doubling the distance is by far not enough and it needs to be way more pushed out. Since I don’t have any hardware to test this with I didn’t do any further tweaking. Maybe the OP wants to fiddle around a bit with those values.
Thanks for the warm welcome Jackal!
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This is a great find. Thanks! It looks like you could also do this to move the HMCS symbology further away (HMS line). When I tried using HMCS in 3D it felt like the symbology was right on my nose. Do you know what units these are in? I’ll try some trigonometry to figure out how to adjust the scaling to make it look right.
Thanks
Rabbit
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HUD in BMS 3d PIT is collimated. It is projected some 20000ft away from actual pit and stencil buffer is used to render it on projection glass.
this pseudo infinity set back multiplier can be controlled via g_f3DPitHackHudSetback in cfg, default value is 10000
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HUD in BMS 3d PIT is collimated. It is projected some 20000ft away from actual pit and stencil buffer is used to render it on projection glass.
this pseudo infinity set back multiplier can be controlled via g_f3DPitHackHudSetback in cfg, default value is 10000
So then why is there so many problems using it with stereoscopic glasses? Is the HMCS a similar distance?
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HMCS is not collimated to pseudo infinity at all. Its just drawn flat on screen as head never move relative to HMCS display. HMCS move with head.
Why it causing problems I don’t know. I do not have any 3d display/glasses to try and code was written with no 3d effect in mind. So it’s clearly unsupported till code will be modified for this technology.
What I said before is way to move hud image futher to change that pseudo infinity multiplier. Tried up g_f3DPitHackHudSetback value to higher than default 10000 ?