That'll reduce the amount of pixels you have to draw, but triangle setup and draw will be doubled with two eyes, so you should in theory have to halve model density too, unless there's a sneaky workaround that can reuse what's drawn for one eye for another, which is certainly true for distant objects. But there should be other compromises beyond just resolution, at least in an accurate 3D representation rather than a card-board cut-out universe.You need to render two viewpoints instead of one so, yes, there's going to have to be some major compromises. Most current examples on consoles simply half the resolution in 3D mode.
If they don't provide a 2D option, they'll be confronted with a very small userbase to sell to! (I presume you mean properly 2D optimised to make it look as good as it can).I would hate to play in 3d with half of the resolution and I hope KZ3 would at least provide a 2d option for the full res and effects.
If they don't provide a 2D option, they'll be confronted with a very small userbase to sell to! (I presume you mean properly 2D optimised to make it look as good as it can).
You need to render two viewpoints instead of one so, yes, there's going to have to be some major compromises.
But there should be other compromises beyond just resolution, at least in an accurate 3D representation rather than a card-board cut-out universe.
Really though, any object will occlude a different part of something behind it from two different viewpoints. Doesn't matter if the object is dynamic, it's the camera(s) being dynamic that's the problem.Like, sacrifice a little more memory and render dynamic objects into a separate buffer, so that you have pixel data for all the background stuff they'd occlude. Then composite them in only once the pixel shifting is completed.
What monitor are you using ?
Yes, that's exactly what I meant. It would be such a shame to downgrade whatever graphics they would have achieved if not for the 3d.If they don't provide a 2D option, they'll be confronted with a very small userbase to sell to! (I presume you mean properly 2D optimised to make it look as good as it can).
I've had a longer post about this in the KZ3 thread, but I believe that a fully deferred rendering based engine should be able to add convincing stereoscopy with just a post process, using all the 3D data available in the G-buffer. In this case they could go with a far, far smaller performance hit.
Really though, any object will occlude a different part of something behind it from two different viewpoints. Doesn't matter if the object is dynamic, it's the camera(s) being dynamic that's the problem.
I would hate to play in 3d with half of the resolution and I hope KZ3 would at least provide a 2d option for the full res and effects.This console gen just isn't powerful enough for a full on 3d game experience from the sound of it.
If 3d TVs go mainstream like HDTVs now, then it would be natural to code and design 3d games. Currently it just doesn't seem to make sense for game developers to go that route and expect a reasonable amount of sale. The 3d install base is simply laughable and god knows if it would be even adopted, if GG doesn't handle this right then Sony would simply shoot themselves in the foot and loose dearly. 3D is truly a make or break decision, with possible reduced effects or resolution, a ridiculously small installbase, why would Sony risk that much? If they're doing it because they can compared to the competition then it could be a very ignorant and potentially disastrous move. Of course I hope all turns out well, but it's a dangerous game they're playing here, no pun.Well it will never be powerful enough. This is the same as the 60 FPS argument. We could have all games 60 FPS on any generation of hardware. Just a matter of sacrifices.
At best I think we mean to say something like, if we start next gen off with 3D games as the baseline, it'll be a lot easier to swallow, since we'll be getting the generation upgrade anyway (even if it could be bigger without 3D), rather than actually taking a step backward.