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Quake II In Full Motion Stereogram 3D Engine

crhylove writes "A guy called Lewey Geselowitz has hacked the GPL Quake II code to display a real time full motion stereogram SIRD 3D environment. Warning, though, it's very hard to play if you aren't excellent at focusing on SIRDS already. He has a download page on his personal site with more information." The page notes: "You finally saw the yacht in the seemingly random bunch of dots! Now use your skills to free yourself from your evil extra-dimensional zombie oppressors! Welcome to Quake II as it was never meant to be."

3 of 85 comments (clear)

  1. Re:The Trouble with Stereoglyphs by NanoGator · · Score: 2, Insightful

    "I tried the first screenshot, and it actually worked! I could see some detail in the background, I could see jagged pieces and textures in between textures... and then I look to the side and Ker-FUBAR!"

    I lost my focus when I looked down to see how many bullets I had left. Wish they'd addressed that too.

    --
    "Derp de derp."
  2. Give it at least 5 minutes by xeos · · Score: 2, Insightful

    Even if you are good at static stereograms, you need to give this one a while before your brain & eyes will work well with this. After a while it's pretty playable, but the (neccessary) lack of texture and colored objects makes navigation very difficult. A wall and a door look exactly the same. Enimies are not so bad, since they are more geometircally complex than almost anything else, and they move, even when you don't. Thus the key seems to be whenever you hear an enimy wake up, stop moving and look for the part of the screen where the depth is changing.

    It's quite amazing. It really, really makes you appricate the fact that your visual system extracts much more than just shape from the world. On the other hand, quake worlds were never that geometrically complex, and that makes it very easy to get lost. Perhaps if you could only see shape in the real world it wouldn't be so bad, since there is so much more varation.

  3. Re:My Impressions by jensen404 · · Score: 2, Insightful

    How about making the 2 crosshairs (needed to make the 3d crosshair) the right distance apart so that the 3d crosshair rests on the 3d surface under it? The two crosshairs would also help you gain or maintain the correct eye divergence for viewing.