The Tool Desk
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What UMS 13.0 changed
The UMS history records version 13.0 on December 13, 2022, followed by the release announcement on December 14. The announcement lists “2D to 3D conversion for virtual reality” among the release changes. SubJunk, UMS lead developer, described the release this way: “This release is all about 3D and virtual reality, thanks to contributions by threedguru.”
This is a server-side feature. UMS reads a normal 2D file, creates two views using a depth-estimation algorithm, and sends a stereoscopic arrangement that the playback device interprets as left- and right-eye images. The viewer still needs a VR application or renderer that can receive the stream and display that arrangement correctly.
UMS 13.2.0 later reported improved 2D-to-3D conversion quality and performance, plus bug fixes. The announcement provides no benchmark percentages or hardware-independent speed figures.
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How the conversion is configured
The current main-branch UMS.conf reference documents the relevant AviSynth option. It is disabled by default in that current configuration reference, so enabling it is an explicit choice. Because the file represents the main branch rather than a preserved UMS 13.0 snapshot, its defaults should not be treated as proven 13.0 defaults.
Depth-conversion algorithms
| Algorithm | What the configuration reference establishes | What it does not establish |
|---|---|---|
| Pulfrich Base | Listed as an available algorithm and as the default in the current main-branch reference. | That it is best for every video, headset, or viewer. |
| Motion-and-lighting depth detection | Listed as the alternative algorithm. | A universal quality ranking or performance advantage. |
Output layouts
The documented format choices are full or half side-by-side and full or half top/bottom. The current reference lists half top/bottom as its format default. “Full” and “half” describe how much of the video frame each eye receives; the correct choice depends on what the client expects and how it handles resolution.
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Which 3D format should a VR headset use?
Choose the layout your VR player explicitly supports. Side-by-side places the eye views next to each other; top/bottom stacks them vertically. Full layouts allocate a complete frame area to each view, while half layouts share the frame dimensions. Selecting the wrong layout can produce overlapping, stretched, or incorrectly separated images even when the conversion itself succeeds.
There is no official universal headset or player compatibility list in the cited UMS material. UMS documentation explains that renderers communicate with media servers differently and may require renderer-specific configuration. A headset therefore cannot be assumed to work merely because it plays other DLNA or network video streams.
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Practical setup path
- Install a UMS version that contains the feature. UMS 13.0 introduced it; later releases, including 13.2.0, changed its quality and performance.
- Confirm the client path. Identify the VR application, headset player, or other renderer that will receive the UMS stream and determine whether it accepts side-by-side or top/bottom video.
- Enable the AviSynth 2D-to-3D option. Use the UMS configuration interface or configuration file appropriate to your installed version. Do not copy a current main-branch default into a 13.0 installation without checking that version’s labels and options.
- Select an algorithm. Start with Pulfrich Base, the algorithm listed as the current reference default, then try motion-and-lighting depth detection if the result is unsuitable. Neither is documented as universally superior.
- Select the matching format. Set full or half side-by-side, or full or half top/bottom, according to the VR player’s documented input mode.
- Test a short file. Check eye separation, orientation, audio synchronization, and whether playback remains continuous before converting a long movie.
If the device does not appear, plays only a flat image, or refuses the stream, the likely issue is the renderer’s communication or format expectations rather than proof that the conversion option is unavailable. The UMS 13.x guides explain why renderer-specific configuration can be necessary.
Performance and hardware limits
Conversion occurs during server-side playback, so the workload depends on the source video, chosen algorithm, output layout, encoding settings, and the server’s available CPU/GPU resources. Network conditions and the client’s decoding ability also affect whether playback is smooth. The official sources do not publish current minimum specifications, throughput figures, or a guaranteed GPU requirement.
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An October 2022 development discussion reported local testing while asking for additional tests on other hardware, including AMD GPUs. That is historical development context, not a current compatibility verdict or benchmark. Avoid treating any particular GPU, headset, Wi-Fi connection, or VR player as guaranteed or required without separate testing.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Where the feature stands today
UMS 13.0 matters because it moved 2D-to-3D VR conversion into the media server rather than requiring every video to be pre-converted. The feature’s practical success still depends on three links in the chain: UMS must process the file fast enough, the renderer must accept the chosen stereoscopic layout, and the VR player must present the two views correctly. Later UMS releases should be evaluated using their own documentation and configuration, not assumed to behave exactly like 13.0.
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For release chronology, see the UMS history, the original 13.0 announcement, the 13.2.0 announcement, and the current news archive.
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