karx11erx wrote:So you had to disable that setting driver side?
On my first attempt yes. Now, with both cards and drivers running on 306.97 drivers it doesn't seem to be neccessary anymore. Just to be clear, I was only referring to the 3D Vision configuration pane. Of course you always would want to have Open GL Stereo enabled in the basic settings of the 3D configuration panel -also make sure the Quadro card is used for OGL rendering and the (120Hz) monitor connected to the Quadro card is set as the primary display... just ot of curiosity: Do you happen to have a S3D solution to toy around with and if so which?
karx11erx wrote:Actually the HUD being rendered in mono means that it is rendered on the screen plane - that's at least what I assume
You're asuming correct - as long as separation and screen distance are set at minimum. Anything else will shift the virtual screen plane of the geometry compared to the HUD. While this is fine for the gauges the reticule perception is messed up. Rendering crosshairs in S3D has always being a little delicate matter which is why nvidia has introduced the heavily discussed lasersight view which will simply render it at the depth of the object in the center (Not possible in OGL S3D anyway). A better solution was introduced by TriDef which allowed to render the reticule just on the dominant eye side (selectable) with a corrected offset - but I'm afraid I'm going completely OT here meanwhile. So unless materialdefender finds this info usefull you could maybe split this and/or we may continue discussing S3D already possible in a separate thread?....
back on topic: can't wait to try the Rift