Highly unlikely.My suspicion is that the parallax barrier is always in place. So enabling 2D mode simply sends the same image to both eyes. Requiring developers to target two separate resolutions is just an extra unnecessary headache.
Highly unlikely.My suspicion is that the parallax barrier is always in place. So enabling 2D mode simply sends the same image to both eyes. Requiring developers to target two separate resolutions is just an extra unnecessary headache.
My suspicion is that the parallax barrier is always in place. So enabling 2D mode simply sends the same image to both eyes. Requiring developers to target two separate resolutions is just an extra unnecessary headache.
Highly unlikely.
What does that have to do with vertical resolution? If they're using 800x480 it'd be bad not to let developers use the 480 under any circumstances.
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I doubt that's the explanation for those images. It is somply not justified for games that normally run in stereoscopic mode to switch to true 2D mode just when somebody moved the 3D slider all the way down. That would imply an arbitrary-complex GPU and VRAM re-initialisation across frames, etc. And this is before any ergonomic considertations of whether or not the user would actually want to see a switch of resolution mid-game just because they moved the slider a mm futher than they intended.Why is that? Capcom have demonstrated images from the 2D mode of their game (the shots with motion blur which is currently not working in S3D mode) and they were the same 400x240 resolution as all the rest.
I doubt that's the explanation for those images. It is somply not justified for games that normally run in stereoscopic mode to switch to true 2D mode just when somebody moved the 3D slider all the way down. That would imply an arbitrary-complex GPU and VRAM re-initialisation across frames, etc. And this is before any ergonomic considertations of whether or not the user would actually want to see a switch of resolution mid-game just because they moved the slider a mm futher than they intended.
That's not how properly designed human interfaces work. Continuous (i.e. analogue) controllers provide continuous effects. How many sound systems do you know that change from mono, to stereo, to surround, on an analogue input?Well they're going to get increased AA and effects if they move it that extra mm, whether they want it or not.
The difference is in the disruptive effect. While in practice that slider is most likely just another anaologue input meant for the games to act upon, I'd be really surprised if nintendo's game certification process allowed devs to use it any other way but as a smooth level-of-stereoscopy controller, at least for steresocopic titles.I don't see how changing the resolution with that final click is any different.
That's not how properly designed human interfaces work. Continuous (i.e. analogue) controllers provide continuous effects. How many sound systems do you know that change from mono, to stereo, to surround, on an analogue input?
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Yes, its consistently been just about the most expensive phone available since launch. On plans where a high end android phone will be free, you'll often have to cough up an extra £100+ upfront to secure an iPhone.
Here in the UK you can get a really fantastic midrange android (2.1) smartphone with a 3.5" 800x480 capacitive touch AMOLED screen, ~440MB RAM and 600mhz ARM11 for just £100 without any contract tied to it all. With that you're free to use a SIM only plan which offer much, much better inclusive minutes/texts/data at the same pricepoints (£10 is about equivalent to a £30 contract plan, data and all) which you can cancel any time you want. So yes, the iPhone does come with a huge premium here.
E.g. I can buy this midrange Android Smartphone for £100:
http://shop.orange.co.uk/mobile-phones/San-Francisco-from-Orange-in-grey
Then signup for one of these super cheap calls+text+ 1GB data packages from as little as £10 per month:
http://threestore.three.co.uk/simonly.aspx
And then I'm never tied to a lengthy contract and can upgrade/downgrade/cancel my call package whenever I like. I'd have to pay £30 a month for a minimum of 24 months (even if I can't afford it later on) with an iPhone and still pay roughly an extra £100 upfront. The iPhone would end up costing me at least £600 extra by the end of the contract and I'd be screwed if my circumstances changed mid contract, yeah, I'll stick with a PAYG Android handset, thanks.
Sliding it all the way down enables 2D mode and in 2D mode Resident Evil: Revelations enables extra effects including AA and motion blur as confirmed by Capcom themselves. It may appear jarring, but it doensn't appear as though Nintendo are discouraging it at all. Personally I don't give a crap if someone finds the transition "jarring." That's not enough justification to keep developers from throwing the gamer a few extra goodies "for free" if they don't want to use the S3D effect.
Yes, it's in our best interests that companies push technology forward, that's pretty much tautological
I don't know how my posts in this thread came out as techno-absolutist, as I actually agree with the rest of your post.The way you and Darkblu put it, it is an absolute statement. A statement of faith, if you wish.
It is only in our best interests if
A, we reap tangible benefits
B, there are no drawbacks or (hidden) costs involved.
If any one or both of the above two points aren't fulfilled, advancing technology is at best debatable, or worse, a negative.
In the specific case of Nintendos choice of CPUs, as far as I can see, both items are open to question.
"The physics and AI should be no worse then GameCube was capable of."
I imagine you don't think physics and AI to be non-CPU problems, at least not for Gamecube or 3DS. Regarding his later response, GameCube did have fixed function T&L and I'm sure games used it. So it's pretty apples to apples.
The way you and Darkblu put it, it is an absolute statement. A statement of faith, if you wish.
It is only in our best interests if
A, we reap tangible benefits
B, there are no drawbacks or (hidden) costs involved.
If any one or both of the above two points aren't fulfilled, advancing technology is at best debatable, or worse, a negative.
In the specific case of Nintendos choice of CPUs, as far as I can see, both items are open to question.
Plenty (if not most) GC games used both the GPU and CPU (to varying degrees) to handle T&L. I remember IBM/Nintendo talking about how the CPU's ability to help with the task of T&L was an important factor in its design.
You know, it would have been so easy for you to simply ask me "Do you think that two ARM11 CPU's at 266Mhz are as powerful as Gekko", instead of making assumptions and running with them.
That probably goes for most systems with vertex shading too. At the very least, tasks such as model matrix multiplication (which can be considered part of transformation) is usually done on the CPU, as well as high order culling. It remains to be seen how it'll be done in 3DS games.
I'm sorry, did I offend you? Maybe you should have clarified more what you meant when you said it..?
I think Teasy was talking of something else here: per vertex work.That probably goes for most systems with vertex shading too. At the very least, tasks such as model matrix multiplication (which can be considered part of transformation) is usually done on the CPU, as well as high order culling. It remains to be seen how it'll be done in 3DS games.
I think Teasy was talking of something else here: per vertex work.
Building any kind of per-drawcall matirces is hardly comparable to per-vertex workloads. And indeed, Gekko does have facilities for alleviating CPU->GPU vertex pipelines, so a conclusion that by design Gekko was meant to help with per-vertex workloads is not unfounded.
Clearly, this is me talking without having seen the source codes of a single Cube commercial game.
Interesting, that Orange-branded Android phone is completely unlocked?
I could walk in and just buy that for 99 Pounds, probably root it and run some kind of Wifi hotspot software and it will be around the price of a Mifi.
Doesn't list the processor speed or battery capacity.
Would be nice if an HTC or some other known brands get down to that level.
I know this is something I'm way more sensitive to than most, but the aliasing in that video almost ruins it for me.
That's because 800x240 screenshots would look stretched to double width on any screen with square pixels.Why is that? Capcom have demonstrated images from the 2D mode of their game (the shots with motion blur which is currently not working in S3D mode) and they were the same 400x240 resolution as all the rest.
I'd be surprised if changing the viewport and a couple of pointers in the display pipeline would require "arbitrary-complex GPU and VRAM re-initialisation".I doubt that's the explanation for those images. It is somply not justified for games that normally run in stereoscopic mode to switch to true 2D mode just when somebody moved the 3D slider all the way down. That would imply an arbitrary-complex GPU and VRAM re-initialisation across frames, etc.
Nintendo's images show that the slider is pretty clearly labelled "OFF" at the bottom. I'd expect it to actually be a switch in that position, i.e. it won't just slide to the off position, you'll have to push a bit harder and it will lock in place.That's not how properly designed human interfaces work. Continuous (i.e. analogue) controllers provide continuous effects. How many sound systems do you know that change from mono, to stereo, to surround, on an analogue input?
The difference is in the disruptive effect. While in practice that slider is most likely just another anaologue input meant for the games to act upon, I'd be really surprised if nintendo's game certification process allowed devs to use it any other way but as a smooth level-of-stereoscopy controller, at least for steresocopic titles.