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I recently found out that NVIDIA 3D Vision (shutter 3D glasses kit) still supports OpenGL quad buffer even on consumer GPUs (up to RTX 2080 Ti since it requires driver <=425.31 which newer GPUs don't support) in fullscreen mode, so I figured I'd give ioquake3 a shot and after some tinkering I was pleasantly surprised that it does indeed work, so you can probably remove "untested" from the readme.
I added the full instructions here but basically we need opengl1 since I think newer/ES doesn't support quad buffer 3D. So I just had to run this command:
ioquake3.x86_64.exe +set cl_renderer opengl1 +set r_stereoEnabled 1 +set r_zProj 200 +set r_stereoSeparation 25
Now I noticed a few quirks:
- Some UI gets cut off, like the player's head.
- The weapon looks massive. I'm guessing it's using that one trick to render the weapon in a separate pass that has higher draw priority so that it never clips through walls, but that messes up the stereoscopy (it looks huge and looks deeper than the ground even though it's drawn on top of it, which looks confusing). Maybe it should be shrunken down so it's proper scale, while still keeping draw priority.
- Some text (like
You fragged X) is only rendered for one eye. - Left and right views aren't synchronized. I know shutter 3D technically shows one view after the other, one at a time, but I think it should still be possible to e.g. render the left view, freeze time, then render the right view even though it might effectively add visual delay.
- This wiki article mentioned some sort of dynamic depth crosshair, but for me it's still static, fixed at screen depth, and I'm not sure if it was ever implemented.
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