3D Gaming*

Except that's not happening with 3D TVs. To view 3D TVs, the eye orientation is being changed, bring eyes closer together to view 'nearer' objects, but the lens isn't changing shape to focus on different distances, because what you're seeing is at the fixed distance of you screen. To look at a virtual horizon or 1 metre in front of you in a 3D game, your lenses will remain statically focussed at a few metres away. That's going to require an unlearning of the skills required to see in the real world, and there are going to be some consequences. Maybe it'll just be fatigue? Maybe it'll be some messing up of people ability to focus?

If the 3D display model doesn't accurately represent the way the real-world works, requiring eye position and lens shape to change to focus on different distances, no matter what technology is used there'll be affects on the users as they have to learn non-real-life skills to use them.

The distance to screen for seeing "nearer objects" or "far away objects" varies a little as the eye orientation changes. The distance from the edge of the screen to the eye is different than from the centre of the screen to the eye. 3D keeps your eyes looking at different parts of the screen more often as you converge on the similar elements in each view.
 
Iron Man 2 (May 7) will not be in 3D.

The 3D hype will adjust itself over time. Hopefully the TV guys can benefit from the movement.

Well it would have needed to have been converted to be 3D since it was shot before the 3D renaissance I prefer things to be displayed as they were designed to be.
 
All I can say is that for me personally, I will not ever go 3D if they require additional headgear. I've tried it (at PAX East) and they were uncomfortable and incompatible with the Oakley prescription frames I wear (which cost more than the goggles, and give me 20/20 vision) and significantly took away from the image quality I was seeing -- having two filters between you and the source effectively cuts the amount of light reaching your eyes.

I wear a full headset for hours (X4) with no discomfort, but 5 minutes with the 3D goggles at the NVIDIA booth was all I needed to say "no thanks."

Did they have a security device on them? I've got a couple of pairs at home me and the missus use. We both find them very comfortable and she has regular glasses underneath. We can and do play for hours.

I think the size depends on which model we tried.

I have also read that some 3D glasses will include prescription so you only need to wear one pair. :)

As long as the content is compelling, people will be enticed to try them. it will be a long pick-up cycle though. As it stands today, I don't think I will wear it for more than 2 hours. I can appreciate the 3D effects. It made the virtual world deeper and wider.
 
I don't think it is that much different from wearing a headset/headphones while playing online and 90% of the gamers do it without any kind of issues.

I wouldn't say that wearing a light headset or a Bluetooth mic for communication is the same as wearing something that covers your eyes and bulky to boot. Combine both, and you've got really uncomfortable sessions.

Besides, mics aren't a necessity and if a game is intended to be 3D, you're missing out by not wearing glasses. It's not unlike using 4:3 SDTV's with HD games.
 
Finally wrote up the GDC 2010 PlayStation 3D presentation:

http://www.eurogamer.net/articles/digitalfoundry-making-of-ps3-3d-article

Congrats for a very well written article. It makes me feel like I'm talking to the developers myself. Great job !


On how to choose the right compromises...

"Inevitably there are problems in achieving that performance, hardware upscaling is available and actually the good news is that upscaled 3D images look a lot better than upscaled 2D images," explains Bickerstaff.

"It's the way the brain perceives the world. But if you're going to do that, you need really good anti-aliasing. If in doubt, it's better to have low-resolution images with great anti-aliasing than higher-resolution images with a lot of scintillating pixels going on." With the setup in place for generating the two discrete images, it's time to begin the process of generating the stereoscopic 3D effect, and that begins with the introduction of depth to the scene.


I really like how it brings up the UI issues in an easy to understand manner.

Interestingly WipEout HD posed a challenge to the developers in creating a good-looking 3D user interface.

"When you're immersed into the 3D world, the minute you come back to a UI, it's just 2D and you really notice it. You're wearing the 3D glasses but it's not giving you a payback. You're very conscious of it," Benson explains.

The challenge then takes the form of addressing the interface so it works in 3D space, keeping the player immersed and rewarded.

"Originally we tried that by retrofitting it. We said 'Let's just use the 2D system and insert some depth between some elements.' That didn't really work," Benson continues.

"You end up with some areas that have pseudo-3D effects and things like that, and in some places it breaks down. It's quite tricky to retrofit 3D into a UI. What we did instead was target the background, pushing it back a little, we put something in the background that had some depth and left the rest of the UI elements on the plane of the screen. It looked great and kept you immersed."

...


On the benefit of 3D in gameplay. This is how I felt when I saw the MS demo in person too ! It's a little hard to describe, but when I saw it for the first time, I immediately felt a little cheated by 2D LCD. A lot of the "visual volume" is missing from our games !

While MotorStorm in 3D may not have all of the visual finery of the traditional game, it turns out that some of the additional effects included in the game are disabled, simply because they are no longer needed.

"In the original game we varied field-of-view a lot to give speed cuing and acceleration cuing to the player," says Benson. "But in the 3D you don't really need that any more - you get it for free. 3D gives you that regardless. So we just made the field of view more natural."

...

"One interesting thing came through in the immersion aspect was that in the first-person camera view, it felt so much more like being there. Typically when most people play MotorStorm, something like 90 per cent play in the third-person view," Benson explains.

"As soon as we put the 3D settings in place, the first-person view became a lot more popular, a lot more people were using that view. This could indicate that 3D could perhaps change the standards, if you like."

In the team's tests, it also became the case that the simple, basic MotorStorm gameplay somehow felt more accessible.

"We found that in the first-person view the game is giving you all the sorts of cues that you're used to in normal driving: speed perception, the ability to judge distances, things like that. It's far easier to avoid track objects."

Sony's top priority in 3D tech should be to improve the 3D glasses.
 
I'm a bit surprised, considering DS is going strong. There's also the question of if Nintendo are going to expand into a services company to compete with the other mobile platforms. They've made subtle headway on Wii, but are well short of offering a complete network connection option. Where's NintyNet? In fact, now hazy memorise drift into view, wasn't there talk of an integrated Nintendo network prior to Wii's release? There was a subtle 'viral' with investigation about the trademarked name and some artwork hinting at as much.
 
You mean lose to piracy on flash cards ?

I suspect many mobile devices will have 3D display by end next year, thanks to Nintendo's push.
 
Panasonic Kicks Up 3D Plasma Production:
http://www.highdefdigest.com/news/s.../Panasonic_Kicks_Up_3D_Plasma_Production/4577

Panasonic has already sold out of the sets allocated to the US. Panasonic’s sets, despite some worries of changing black levels, have been the best reviewed of the 3DTVs available. It makes sense of course that the company behind much of the tech used for the production of 'Avatar' would have the best sets.

Panasonic’s plasmas have flown off the shelves and they’re responding by ramping up production. Their plasma factory is currently at full capacity, according to Hirotoshi Uehara, head of Panasonic’s TV business. Since the company can’t make more total sets, they’re changing up their production to allow for 30% more 3D sets.
 
We recently got a new demo laptop at work, which has nvidia's 3D vision (this model).

It was an interesting experience, but ultimately it really didn't click for me.
It was let down by a combination of bulky and fatiguing glasses, interference with lighting (some of the office lighting was pulsing very noticeably) and a subtle flicker still remaining in both the screen and especially peripheral vision still within the glasses.

Personally, even though I spent a full day setting the machine up, I could not bring myself to wear the glasses for more than 30 seconds at a time. It really just wasn't a comfortable experience.
Others in the office seemed to have similar feelings.

Some of the sample videos were exceptionally hard to watch, especially if they had text overlayed. Although burnout paradise looked quite nice.

Our software in particular was a total disaster. The scene was 3D, but lighting was being applied as max-depth, and bloom was and min-depth. It looked very, very wrong :mrgreen:

...

Besides all that, I'm also quite skeptical how well 3D will translate to the PS3. I imagine 2D+depth will end up the overwhelming favorite method.
Certainly I don't expect to see games like uncharted upgraded to output two distinct frames. RSX isn't exactly a geometry monster, and most high end PS3 games are already spending a huge proportion of their SPU time doing vertex processing. Even with a resolution cut, doubling the vertex workload probably isn't going to be feasible for vast the majority of games.

However I imagine it's far more feasible on the 360, given the system is specifically designed for split rendering (tiling).

It'll be interesting to see if MS have any announcements concerning 3D at E3.
 
What is the refresh rate of the laptop monitor ? I can notice subtle flicker on a 120Hz 3D-ready TV. 240Hz should be better.

Of all the SonyStyle's 3D demo, I think the swimming polar bear, the soccer segment, and the MotorStorm 2 video stood out the best. I didn't notice any artifacts in them. The worst for me was Super Stardust because I find the image too "sharp" (It think it uses the "pop out of the screen" 3D effect, instead of the "look out of the window" effect).

The thing is once I understood what 3D effect is about, I can retain that notion in my mind for quite some time. Now whenever I see an open world 3D game (like the Red Dead Redemption videos), I can mentally apply the 3D-ness to the video, and _know_ what I am missing.

Hopefully, the developers can get there one day.

As for SPU time, I don't know if 3D rendering uses much SPU time... I thought some of the things can be shared between the left and right view. Can the vertex culling be done once for both left and right eyes ? We also know some effects like [strike]field of vision[/strike]depth of field will not be needed on a 3D game.

According to the interviews with Sony 3D developers, the first wave would probably be those games that have split screen support.
http://ps3.ign.com/articles/108/1085581p1.html

He also addressed concerns that 3D images will cut the console's processing power in half, saying developers can actually find non-3D information that can be shared between left and right images. Shadows, for example, are generally flat. The PS3's GPU can share that data between left and right eye images, instead of having to render it twice.

Similarly, games that are already capable of running in split-screen will transition to 3D more easily, since they're already designed to display two simultaneous images. By finding ways to optimize 3D, developers won't necessarily have to sacrifice detail or framerates.

Something like Flower would be nice too.
 
What is the refresh rate of the laptop monitor ? I can notice subtle flicker on a 120Hz 3D-ready TV. 240Hz should be better.

It's 120hz.
While I don't expect great things from a laptop, it was still a disappointment. It is especially bad as a normal every-day monitor; by far the worst viewing angles I've ever seen.

As for SPU time, I don't know if 3D rendering uses much SPU time... I thought some of the things can be shared between the left and right view. Can the vertex culling be done once for both left and right eyes ? We also know some effects like field of vision will not be needed on a 3D game.

That's true. Depth of field, etc, will make little sense in a 3D game (doesn't stop 3D movies using it :p)
You will get benefits for memory bandwidth if you process a vertex for both eyes simultaneously, but there is still a lot of duplicated work - and you still have to stream out two copies of the indices. But yes, it should be better than 50%.
As for SPU usage: On the PS3, if you want a reasonable number of triangles on screen you pretty much have to use the SPUs to do vertex processing. For example (going by their GDC slides) Uncharted 2 spends slightly less than 50% of it's combined SPU time on vertex processing.

According to the interviews with Sony 3D developers, the first wave would probably be those games that have split screen support.

Yup. That makes a lot of sense.

Something like Flower would be nice too.

Yes. :yes:

Don't get me wrong - I'm keen on 3D. I'm just not keen on 3D glasses, flickering images, headaches and downgraded graphics. :mrgreen:
I'm very interested to see what Nintendo manages with the 3DS, given it potentially solves a lot of these issues and is being designed specifically for 3D.
 
Another article on the 3D gaming summit:
http://www.joystiq.com/2010/04/24/3d-gaming-summit/

It sounds like everyone is still working on their technologies. We should be able to see Sony's effort in June when they release the new Bravias. Too bad they don't make monitors.

It's also interesting to see Insomniac's Mike Acton in the 3D panel. ^_^

The million dollar question is this:

Paul W.S. Anderson sat down for a lunchtime interview to talk about his work on the upcoming 3D Resident Evil: Afterlife movie, and while he didn't talk much about gaming, he did say that editing his film in 3D had made him a believer -- he felt that 3D technology would "change the game -- like the introduction of color photography." He said that just as players like him immersed themselves in the Resident Evil games by playing them "at night with the lights down," 3D would help immersion in both films and games, to the point where it would eventually become a standard.

I personally think if they keep improving on the current 3D demoes, 3D can (will) be a game changer; mainly because of 2 things:
(1) We are born with the capability. We will identify with it naturally -- assuming the technology is any good (or good enough to boot).
(2) As I mentioned above, the 3D perception is "sticky". I didn't expect this part. The moment I saw the "visual volume" in 3D games, my brain retained it. I can mentally project the 3D-ness of "2D" games now, and "see" what's missing in the games today.

The only obstacle is the 3D glasses. We know refresh rate can go higher. Cell TV is 480Hz in software today. Should not be a problem to do it using cheaper hardware.

EDIT: :LOL: Just realized I typed "field of vision" instead of "depth of field". Thanks for correcting !
 
Ambient lighting is very important to how good the experience is with shutter glasses. I'd try that laptop in a different environment. Preferably one without fluorescent lights. I tend to play with low light levels.

Maybe I'm just not sensitive to that sort of thing, but it surprises me that a few people think the glasses are bulky and heavy. I find them light and comfortable. Quite often after gaming I've done other stuff on the PC and forgot I've had them on (until the left eye starts flashing on and off to notify me that the glasses are powering down - always surprises the hell out of me).
 
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