CAPCOM claimed they couldnt get RE5 running on the Wii
I doubt they needed a significant amount of space for the 3D function. The PICA200 itself may not have needed a single modification. Companies are acting like 3D is a complex rendering technique but it's actually just outputting two framebuffers instead of one (or at least as a minimum implementation, and not something that tries to output two sets of vertexes for each primitive at the shader level), and so long as the 3D display operates on two distinct framebuffers and doesn't require interleaving or anything like that any GPU IP out there can already support it.
Is the 3hr battery life for real ? I've never owed a portable gaming device, so I don't have any experience to go on, but objectively it sounds very low, how does it compare to the existing gen devices ?
http://www.engadget.com/2011/03/09/nyko-solves-your-3ds-battery-concerns-with-power-pak/
Ok from my understanding when you switch to 2D mode games are still only being rendered at 400x240. Shouldn't these games be somewhat blurry being upscaled on a 800x240 screen?
It's probably just column doubled.
At some point, there were some developers mentioning FSAA kicking in when the 3D mode is off -> not an automatic feature, but a developer-implemented one.
I think it was Capcom when discussing Super Street Fighter IV.
The more I think about it, though, the more it seems strange that it'd really be 400x240. Assuming that developers have any direct control over what is rendered to which eye, and that the 3D slider determines just how much of each field is shown to one of the eyes, with all the way off showing both to both eyes... then you should be able to get 800x240.
According to this teardown, that's not the case. The parallax barrier is a liquid crystal barrier that can be turned off.The parallax barrier is a physical thing covering the screen. I'm fairly certain the 3D slider adjustment is done purely in software, probably relate to something like the distance between each virtual eye and/or the FOV. Point is, even if you are displaying an 800x240 frame in 2D mode, the parallax barrier is still obfuscating half of those pixels for each eye, right?
I don't see hard technical obstacles to that. The screen shows 800x240 and the means to address 800x240-worth of fb are there.So guys do you think we'll ever see 800x240 games?
We'd need to know the underlying screen protocols. How do the devs address the 3D with its adjustable stereoscopy? Do they have full control of the screen, or do they have to send two discrete FBs? There's a possiblity that the horiztonal fields are always interleaved, and the best they can do is set the left and right cameras to the same position and get doubled horizontal pixels.I don't see hard technical obstacles to that.
We'd need to know the underlying screen protocols. How do the devs address the 3D with its adjustable stereoscopy? Do they have full control of the screen, or do they have to send two discrete FBs? There's a possiblity that the horiztonal fields are always interleaved, and the best they can do is set the left and right cameras to the same position and get doubled horizontal pixels.
B B B B B ...
G G G G G ...
R R R R R ...
B B B B B ...
G G G G G ...
R R R R R ...