I've experimented quite a bit with the 3d. However, i have no idea what works best with Nvidia since i'm using an ATI GPU, so keep that in mind.
First of all, i will not be explaining the basics of 3D, however, i will provide links to various reputable sources and you can read what they have to say. (They know far more than i do on the subject
First you need to get acquainted with the basics. Read this article first
. It will explain what convergence and separation are and their relationship with each other.
The next thing you should read is this thread on MTBS
, it will go into a little more depth. The thread gets progressively more informative, so be sure you read everything. Keep in mind they're talking about NVidia-3D so the hot-keys they refer to may or may not be different depending on what software method you're using to implement the 3d.
The next thing you should read is this thread that's specifically talking about iZ3D
but is applicable to all three 3d methods. You could probably skip this one, but it is very interesting and informative. It's up to you.
Generally, what you want to do is load the default profile for whichever game you're playing. That will usually fix any major issues with the game, but the default convergence and separation settings are commonly not optimized, so you will need to change these to suit your preferences. Just try not to make the settings so extreme that you feel discomfort in your eyes. Just keep what you read in those other threads in mind and you should be fine.
Another thing you need to be aware of is every game handle's 3d differently. Some games have mono(2d) shadows, the lightning effects can possibly have no depth, the camera constantly changes between different scenes breaking your convergence/separation settings, etc. You will most likely need to Google the game you're playing and try to find various fixes for the problems. Some of them are fixed by the 3d-profiles, others you need to fix yourself by editing game files. And others, you can't fix and just have to live with. For example, you can fix mono-shadows by disabling certain shadow effects in the graphic settings for the game OR you can edit the game files to turn off just the shadows that are causing problems (game specific obviously). Just remember, some games will be nearly perfect, others will require some effort on your part to fix.
Next, you need to be aware that UI-elements will not be in 3d and may interfere with your convergence/separation settings. If you set your convergence close to you with a pretty big separation, then the UI elements will cause you to go cross eyed. If you use a big separation and set your convergence further away, then your eyes will diverge. Both of these things are bad. This is especially true of the cross-hairs in many games. They will become inaccurate and they will force you to reduce your separation (limiting your 3d-depth) otherwise you will go cross-eyed looking at them. The easiest fix is to just edit the game files for any game with a cross-hair to turn them off and then use the 3d-software's cross-hair. All three of them have one. iZ3d probably has the best cross-hair because you can change it to anything you want (see this post
if you're interested in using custom cross-hairs). You can change the visual for both Nvidia and TriDef but not to the same extent as you can with iZ3d. You can also use a handy tool called Auto-laser Cross-hair
to toggle the 3d-crosshair off and on with the right-mouse button. You will need to rebind the hotkey for the crosshair in iZ3d and TriDef to the period key (".") for this to work with those. You can also completely disable the GUI, though this is usually not necessary with most games, especially with TriDef because it can auto-detect the GUI and attempt to compensate for it (the other two software methods can't do this).
Another thing that can throw your 3d-settings off is the gun in FPS games or the body of the character in third-person games. The good news is, compensating for the gun is extremely easy with TriDef because it has an gun-auto-detection that will allow you to change the gun 3d-settings independently (so it won't change the scene 3d-settings). The other two 3d-implementations don't have this so you will be forced to set the gun as your convergence point, losing the pop-out effects but you will retain depth. In third-person games you will need to set your convergence somewhere near the character on the screen so that anything behind the character will pop-out and anything in front of the character will have depth. The problem with this method is things will make you go cross-eyed if they're to close to the screen. This should never happen though in normal game-play. If it does bother you though, then you will be forced to reduce separation to compensate but your convergence must remain near the character so you will lose depth.
Another problem you will encounter with many games is with the camera changing. For example, the perfect settings in a third-person game (when in third-person) will usually break in cut-scenes. There's a few ways to deal with this. The best method is to use TriDef and utilize the auto-convergence feature. It will drastically change your convergence and separation to suit the current scene, keeping things in focus and at the correct depth. Nvidia-3D and iZ3d have a feature similar to this too (called by a different name), but they're not nearly as good. iZ3d's auto-convergence feature is down-right horrible and should probably never be used. One note though to keep in mind, you will have some slight
eye discomfort from the auto-convergence feature depending on how extreme the changes it makes are from scene to scene. So a general rule is to not use auto-convergence unless you have to to fix cut-scenes and other uncontrollable camera shifts. So for example, in an FPS game with a fixed camera, you would want to turn this off typically.
That covers the basics of 3d-implementation. The info here is not specific to any monitor or game, so it's applicable to any 3d-scenario. I'll write another post in a bit that goes into more depth on how to setup the A950 for optimal 3d.
(Sorry for the grammatical errors and typos, overclock.net had an error right as i submitted my post so i lost all my editing
)Edited by SeanPoe - 10/10/11 at 2:57pm