StereoCraft: Stereoscopic 3D - Forge

Side-by-side (SBS) stereoscopic 3D rendering for 3D TVs, 3D monitors, and SBS-compatible displays.

StereoCraft: Stereoscopic 3D (Angelica edition)

Side-by-side (SBS) stereoscopic 3D rendering for Minecraft 1.7.10 on the Angelica renderer (GTNH's Iris/Sodium/Embeddium fork). Splits the Minecraft window into left and right eye views with a configurable interpupillary distance (IPD), producing a stereoscopic image for 3D TVs, 3D monitors, SBS-capable HMDs, and VR passthrough virtual monitors.

This is the 1.7.10 sibling of the Fabric 1.21.11 StereoCraft mod — same features, ported to Forge.

Requirements

  • Minecraft 1.7.10
  • Forge 10.13.4.1614 or later
  • Java 17 (via Angelica's lwjgl3ify + jvmDowngrader chain — same JVM GTNH uses)
  • Angelica [2.1,2.2) (hard dependency — bundles Sodium, Embeddium, and Iris)
  • GTNHLib 0.9.52 or later

Optional

  • A shaderpack loaded through Angelica's bundled Iris — tested against BSL and Complementary Reimagined / Unbound. DH (Distant Horizons) terrain alignment is supported under shaders.
  • Reverse-SBS displays / VR passthrough virtual monitors — toggle Swap eyes in Sodium options.

Installation

  1. Install Forge 10.13.4.1614+ for Minecraft 1.7.10 (use a launcher that supports Java 17 — e.g. PrismLauncher with the GTNH meta).
  2. Install Angelica [2.1,2.2) and GTNHLib 0.9.52+ into your mods/ folder.
  3. Grab stereoscopic-vX.Y.Z.jar from the GitHub releases page and drop it into mods/.
  4. Launch the game.

Configuration

Open the in-game options menu and go to Video Settings → Sodium → Stereoscopic (added by our Sodium options-page integration). From there:

  • ModeOFF, SBS_FULL, SBS_HALF, OUDA_FULL, OUDA_HALF. Toggling triggers an Iris pipeline rebuild on the next frame, so the screen may flash briefly.
  • IPD (mm) — interpupillary distance, 55–75 mm anthropomorphic range. Default 64 mm.
  • Convergence (blocks) — off-axis convergence distance. Objects at this depth sit at the screen plane (zero parallax); closer pops out, farther recedes. 0 = parallel-axis (no shear, everything pops out). Default 4.
  • Swap eyes — flip which eye-render goes to which physical eye. Toggle if depth looks inverted on your display.
  • HUD modeDUPLICATE (per-eye HUD), STRETCH (full-width across both eyes), or HIDE.
  • Debug: force eye — render only LEFT or RIGHT eye full-screen, for debugging per-eye divergence.

Persistent settings live at config/stereoscopic.cfg (standard Forge config format). Manual edits round-trip cleanly through the in-game options page.

Compatibility

  • Iris shaderpacks: BSL, Complementary Reimagined, Complementary Unbound (all tested). Per-eye colortex banking keeps each eye's temporal slots (PBR reflection cache, TAA history, screen-space colored blocklight) separate so eyes don't cross-contaminate. DH-projection shear restoration keeps Distant Horizons terrain aligned with regular chunks under shaders.
  • Distant Horizons: works under shaders (Iris's DH path is shear-corrected per eye) and without shaders.
  • Xaero's minimap: minimap renders once per frame (gated by frame counter), not twice — won't double-draw under our two-pass renderWorld.
  • ChromaticTooltips: tooltip overlay positions per eye.
  • HUDCaching (Angelica feature): HUD caches at full resolution once per frame, then blit-duplicates per eye.

Known limitations

  • Async cursor presents Windows-only: the cursor-mirroring feature that keeps the OS cursor smooth at low FPS uses Win32 cursor APIs. On Linux/macOS the cursor will only appear in one eye while a screen (inventory, chat, options) is open.
  • NEI overlay: works, but extra-large item tooltips may slightly clip at the eye-half boundary because NEI's overlay uses display-pixel coords.
  • Iris pipeline first-frame rebuild: on world load, Iris loads its pipeline once before our stereo state is published. We auto-trigger a rebuild on the first stereo-active frame — you may see a one-frame flash.
  • Sodium chunk visibility cull: BFS skipped on the second eye (chunks visible to one eye are visible to the other at typical IPD). At extreme IPD / convergence settings near a chunk boundary you might see a missing-chunk artifact for one frame.

Screenshot

StereoCraft in SBS mode

License

LGPL-3.0-only. See LICENSE.

The StereoCraft: Stereoscopic 3D - Forge Team

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