3D TV's and CoH
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I'd just like the point out that there was a peripheral that operated almost like this for the Amiga computer about 20 years ago. That is, it used LCD shutters, but I don't think it operated at 120 times a second. With it, you could use most of the ray tracing programs available to create a static 3D image, and view it.
today in 3D TV's, the 'active' 3D method uses glasses that have two 'shutters' for lenses... these are synced to the TV and can open and close at about 120 times a second... this is faster than the eyes/brain can detect... it alternates between the left eye being closed and the right eye being closed... each time it can use the FULL brightness of the TV to render each eye's perspective... i'm told this method of generating 3D doesn't work for everybody (likely genetic in nature), but i do know it works for me...
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Just sayin'!
Me and some friends went to the new Star Tours ride in Disneyland when it opened up. That's the revamped ride that premiered last year, I mean. It's not only just a motion simulator now, but the screen is in 3D and you have to wear special glasses to properly view it. Well, this combination of technologies actually caused some severe motion sickness for one of my friends. He's cool with 3D and he's cool with motion simulators; but for some reason, combining the two together not only gave him a headache, but also made him very dizzy for a while.
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Well, since I'm not the first 3d hater to post....
No it hasn't. I went and saw Conan the Barbarian last summer, because I really, really wanted to see it, and I still came out of the theater with aching eyes and a headache.
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Some of the problem isn't the technology, but how its applied. The popular theatre method for 3d actually works best when you're NOT doing Michael-bay-styled fast-moving-camera antics. The faster you move the camera, the more the problem manifests. 3d movies also need to be brighter... or at least higher-contrast offset the darkening effect of the lenses, which many directors never seem to think of. Both of these issues combined create most of the headache issues that many viewers complain about. A good director that's mindful of these limitations should be able to alleviate them.
Fix those and I still wouldn't like 3d. There's never been a single thing that I've felt they added to any viewing experience aside from a lighter wallet, smudges on my prescription glasses (since they rarely fit over the glasses well) and some really funny pictures of my friends looking absolutely ridiculous in them. (Actually, that last option kinda makes up for the rest... until I find out they caught pictures of me in them.).
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The advantage 3D gives in CoH is the ability to spot side tunnels in the cave maps.
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From what I've seen in 3d games, it kinda fits the same as the movies- although you've added depth, the shading the glasses add (from either the polarization or the rapid-shutter methods) means that low-contrast areas will be even lower contrast. Those tunnels are shadowy enough already... (though I guess brightness/contrast settings can address some of this.
![](https://sites.google.com/site/chasyork/_/rsrc/1286288783877/home/chasebanner.jpg)
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There's no contrast to speak of already, especially in the blue cave maps. Adding depth cues should make things much easier.
From what I've seen in 3d games, it kinda fits the same as the movies- although you've added depth, the shading the glasses add (from either the polarization or the rapid-shutter methods) means that low-contrast areas will be even lower contrast. Those tunnels are shadowy enough already... (though I guess brightness/contrast settings can address some of this.
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(If you've got good mouse control, you can try this yourself with no special equipment, using wiggle stereoscopy.)
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This, I don't see the need for movies to be 3D really, but I get a kick out of firing up some games in 3D thanks to nVidia's drivers. As others have mentioned, since CoH OpenGL, its not supported >.< . oh well
I don't particularly care about 3D in film. In games, though, I tend to enjoy it. I'd be really happy if CoH received some 3D support and we could travel through the city with real depth and perspective.
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![Smile](images/smilies/smile.gif)
Hmm.. wonder if there is a generic openGL wrapper around.... To the Google!
Edit- Well, there's at least one, though someone already mentioned City of Heroes not working >.<
http://forums.nvidia.com/index.php?s...ic=198042&st=0
here's hoping
![Smile](images/smilies/smile.gif)
Combat Kangaroos, Justice Server. First 50's
Jirra Roo Plant/Storm/Stone/Musculature Controller
Combat Kangaroo Rifle/Energy/Mace/Spiritual Blaster
Kung Fu Kangaroo Martial Arts/Reflexes/Body/Spiritual Scrapper
Tribal Arc Shield/Elec/Mu/Spiritual Tanker
I have a 55" LG passive 3DTV that does 2D->3D conversion and has two systems hooked to it via KVM switch. For giggles, I tried the 3D conversion while running CoH and it did a pretty decent job (as in, better than most of the 3D movies that I watched on Blu-ray 3D), but one of the issues I ran into was a loss of field of view: the outer border of the screen, probably around 50 pixels worth on each border (for roughly 100 pixels lost in both height and width total) was gone - I'm guessing on the actual amount lost but it was enough that in Windows the entire task bar was offscreen and in-game the outgoing chat box was hidden. Yes, I could have pushed the windows further into the center to mask this, but the gimmick wasn't worth the lost screen space to me so I don't bother with it. The other issue was a short but noticeable delay in image processing but this game isn't so hard that a miniscule delay is going to hurt you in most situations.
So if you want to do it, you can right now without doing anything other than image post-processing that most good 3DTVs handle for you. But it has tradeoffs that you may not like.