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NVIDIA Offers 3D Glasses For the Masses

Vigile writes "A new stereoscopic 3D gaming technology has hit the street today from NVIDIA, though demoed earlier in the year, that promises to bring high quality 3D gaming to the PC. The GeForce 3D Vision technology utilizes active shutter glasses and a 120 Hz display (either 120 Hz LCD or 3D-Ready DLP TVs) to bring an immersive 3D effect to PC games. Using the depth buffer information stored in DirectX, the NVIDIA software is able to construct a stereo 3D image out of existing game content while the 120 Hz requirement gives each eye 60 frames of motion per second negating the physical detriments that were known to occur with previous 3D offerings. The review at PC Perspective details how the technology works, the performance hit your games take while using it and the advantages and disadvantages to the user's gaming experience with 3D Vision."

261 comments

  1. Uh oh by Toe,+The · · Score: 1

    Oh boy. Not only does this add a whole new dimension to porn, it also means people will be walking and porning. Yeesh.

    1. Re:Uh oh by LilGuy · · Score: 3, Funny

      Just wait until someone figures out how to make them wireless. 3D mobile porn while driving...

      --

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    2. Re:Uh oh by LilGuy · · Score: 0

      errr... yeah I DNRTFA. Sue me.

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      You're nothing; like me.
    3. Re:Uh oh by carlmenezes · · Score: 2, Insightful

      You don't need glasses and a computer for that in some places.

      --
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    4. Re:Uh oh by Ihmhi · · Score: 1

      Yes, but you do need a girlfriend, and that's something a lot of us are lacking.

    5. Re:Uh oh by FireFury03 · · Score: 2, Funny

      Yes, but you do need a girlfriend, and that's something a lot of us are lacking.

      http://speedbandits.dk/

  2. Retinal Projection by minginqunt · · Score: 2, Interesting

    It's wouldn't be susceptible to parallax error. They had it in the Star Trek future, why can't we have it in our proper future?

    Man is annoyed by this.

    1. Re:Retinal Projection by MozeeToby · · Score: 1

      There are companies putting research funds into the subject, but it's far to expensive for home use so far. The only applications that I have heard being anywhere near release are for heads up displays for commercial airliners.

    2. Re:Retinal Projection by afidel · · Score: 4, Insightful

      The military will have it before the commercial airlines, by probably a couple decades at least. The airlines are perpetually on the brink of bankruptcy whereas the military has (nearly) unlimited funds.

      --
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    3. Re:Retinal Projection by pipatron · · Score: 1

      The military has had it for a long time already.

      --
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    4. Re:Retinal Projection by Anonymous Coward · · Score: 1, Interesting

      MicroVision has had laser retinal displays for years now. (mvis.com). unfortunately, despite their great tech, they couldn't sell water in a desert. Luckily many of their patents are about to (or already have) run out...

    5. Re:Retinal Projection by bnoel · · Score: 1

      http://i.gizmodo.com/5125905/star-wars-force-trainer-uses-mind-bullets-to-move-ball-through-chute this seems a little more newsworthy to me... consider this the ATARI joystick of brain wave control...

    6. Re:Retinal Projection by Anonymous Coward · · Score: 0

      Obviously you've never been in the military. They can barely afford bullets and beans.

    7. Re:Retinal Projection by timeOday · · Score: 1

      What military system is using retinal projection? (That's different than e.g. the IHADS system, which is a small see-through manacle display.) Or do you mean they've been researching the technology for a long time?

    8. Re:Retinal Projection by N1ck0 · · Score: 1

      Office of Naval Research started developing Retinal Projection in 1991

      http://www.cs.nps.navy.mil/people/faculty/capps/4473/projects/fiambolis/vrd/vrd_full.html

  3. Accessories? by Mikkeles · · Score: 5, Funny

    Does it come with Aspirin?

    --
    Great minds think alike; fools seldom differ.
    1. Re:Accessories? by MBGMorden · · Score: 3, Interesting

      If RTFA :), you'll notice that previous systems used refresh rates in the 30Hz range for each eye, which indeed would lead to severe headaches. This system uses 120Hz total (for 60Hz to each eye) which is much more tolerable and shouldn't cause as much eye strain. 80Hz to each eye would be eve better, but we'll see.

      Overall though, the general effect shouldn't cause any headaches aside from the refresh rate problems. Afterall most of us walk around all day seeing in 3d - it's just that the objects aren't coming off a screen :).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    2. Re:Accessories? by Icegryphon · · Score: 0

      Yeah, I can only take so much of that kind of crap before my head hurts. I have a feeling this is a fad like the entire Wii experience only worse. Nvidia needs to focus on getting more SLI support out in the market and stick with one idea and do it well.

    3. Re:Accessories? by Conspiracy_Of_Doves · · Score: 5, Insightful

      The problem is that when we are walking around all day seeing in 3d, we can focus on things at different distances by flexing the lenses of our eyes.

      In a 3d movie, everything is at the same focal length (the distance from your eyes to the screen) regardless of how far away it appears to be.

      That's going to cause some degree of eye strain no matter what.

    4. Re:Accessories? by Fri13 · · Score: 2, Insightful

      I even get headaches when playing Far Cry 2 longer than 10 minutes. Reason is that the view is all the time swinging littlebit. My brains register that movement but because I am not moving but staying still, I get headache. Only game what I am suffering from this. Not even the legendary Aliens Versus Predator (1 & 2) did not give this when playing as Alien and running all over places with fullspeed and going 360Â all the time. Far Cry 2 is bad game for me because of that. I wanna find the option to turn off that "realism" effect because it really add realistic feeling about that game ;-)

    5. Re:Accessories? by Conspiracy_Of_Doves · · Score: 4, Funny

      I just had a horrible thought.

      What if someone used this technology for a mod for Mirror's Edge.

    6. Re:Accessories? by tdcarrol · · Score: 3, Informative

      If I am reading things correctly, this should work with Mirror's Edge, no mod required.

    7. Re:Accessories? by Anonymous Coward · · Score: 5, Informative

      Display Hz is independent of fps.

    8. Re:Accessories? by Mr.+Vage · · Score: 2, Interesting

      I have the same problem with Far Cry 2. If you're running in widescreen, the screwed up FoV could be part of your problem. This tool will let you fix it http://tocaedit.com/forum/dload.php?action=file&file_id=119

      It also helps to turn down the graphics settings to get rid of the head killing blurring effects. I think I got rid of that by going to DX9 mode and setting the post effects to low.

      Of course your best option is just to not play it. It's a bad game. I don't think I ever would have had the will to finish it if I didn't get a trainer so I could walk super fast.

    9. Re:Accessories? by Sleepyhead5 · · Score: 2, Interesting

      I sat through a 20min demo of this exact tech, hosted by nVidia and TI with the DLP screens, at CES last year. The things really were impressive. They weren't as eye-popping 3D as you might hope, but they really weren't much of a strain on the eyes either.

    10. Re:Accessories? by Dark_MadMax666 · · Score: 1

      But VSync is. RTFA - performance drop in 3d mode is HUUUUGE (3-4 times less than non vsynced non 3d). First thing they will have to do is fix triple buffering so vsync does not affect framerate that much. Although I am not holding my breath for that.

      I have 280 GTX on 3.15 C2D and I cant run TF2 at proper framerates (it dips to 20-30 fps) -its a known source engine bug , from the days of HL2 release, it is STILL not fixed. And this is Valve, apparently the only developer out there still committed to PC platform as main target, everyone else just does ports from consoles, of incredibly bad quality (cough, GTA4, cough)

    11. Re:Accessories? by timeOday · · Score: 1

      It will cut the monitor brightness in half though.

    12. Re:Accessories? by Moryath · · Score: 2, Informative

      No, previous systems worked just fine. I had a monitor capable of 1280x1024, 120 Hz (60 for each eye) and it was fan-fucking-tastic. I still have the hardware and would use it today if Nvidia hadn't fucked the consumer over by stripping their "3D system" driver add-on down to Vista-only and "buy our new hardware".

    13. Re:Accessories? by Anonymous Coward · · Score: 0

      Eye strain will not be a problem as long as the focal distance is far away. All that's required is the right lens.

    14. Re:Accessories? by MBGMorden · · Score: 1

      What your monitor was capable of was not really relevant. The shutters of the glasses would still flick at the lower rate and so you're still going to see at 30Hz out of each eye.

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    15. Re:Accessories? by Moryath · · Score: 1, Informative

      Are you really that much of a moron? You obviously never used the technology; it runs at 120 Hz, and you get 60 Hz per eye. It runs off the monitor sync signal.

    16. Re:Accessories? by Anonymous Coward · · Score: 0

      on most systems, the display frequency is a multiple of the game fps (because the game is v-synched).
      They can both contribute to headaches though... especially the lower one ( the fps )

    17. Re:Accessories? by Anonymous Coward · · Score: 0

      That makes sense. Disney's Digital 3D goes through expensive leaps and bounds to try to prevent headaches but I still had one by the time the movie was over. It was an enjoyable experience, but if you combine that with being in control and aiming and reacting quickly and all the stuff that goes along with video games, it has to be worse.

      It's just like that Mission to Mars ride at Disney, they try to fool your body into not realizing you're in a centrifuge, but my eyes still twitched left and right uncontrollably.

      Ultimately, any technology designed to fool the senses works best in a time-constrained environment like a movie or attraction that you leave after it's over. If you put this in the home, kids are going to play it until they puke or get a migraine.

    18. Re:Accessories? by Bengie · · Score: 2, Interesting

      120hz may be less annoying, but the only 60hz screen i can look at is an LCD since it's a constant on. By using a shutter to 'flash' the screen at your eyes, this is going cause eye strain because it will be somewhat simular to a CRT.

      While a CRT scans the screen vs this flashing the entire screen at once, it may not be as bad as I think it would.

    19. Re:Accessories? by N1ck0 · · Score: 1

      "Some people just can't take the floor of the room turning into a 3D sign wave"

      --The words of Many a CAVE operator.

      Back when I was in school I used to give Cave tours to lots of folks (http://evlweb.eecs.uic.edu/index2.php)... Trust me, some people just can't handle their visual senses giving 3D info and the rest of their senses not agreeing. After watching a few people fall over, or occasionally having someone puke on the floor is never fun.

      Then of course you can torment people by making them watch you play Cave Quake (http://www.visbox.com/cq3a/)....

    20. Re:Accessories? by N1ck0 · · Score: 1

      "Some people just can't take the floor of the room turning into a 3D sign wave"

      A 3-D sine wave even

    21. Re:Accessories? by TriezGamer · · Score: 1

      Correct. This technology is actually quite old -- I remember playing with a demonstration unit back when UT Classic was the one of the hottest new games around. It works with existing data in DirectX and OpenGL rendering to give slightly two separate, but slightly displaced images, based on the data the game passes to the video card. In short, it's not even handled by the game, but the driver.

      I don't use an nVidia card anymore (haven't been into PC gaming for years), but nVidia has supported 3-d rendering for a long time as an addon to their drivers that has a mode that even works with Anaglyph (red/blue) glasses -- and it actually worked pretty damned well.

      It is no surprise whatsoever to see nVidia continuing to support this rendering method. Between myself and friends, using the Anaglyph feature was actually a hell of a lot of fun, and while it actually does have a bit of a self-training period to get everything working just right with proper depth, we never experienced headache issues. Eye strain was pretty bad for extended playing sessions early on, but I guess I just got used to it after a while.

      Highly recommended by me, in any case.

    22. Re:Accessories? by BetterSense · · Score: 1

      Is not monitor refresh rate different that the frame rate that the game is rendered in. Sorry I really don't know.

    23. Re:Accessories? by Suddenly_Dead · · Score: 1

      If RTFA :), you'll notice that previous systems used refresh rates in the 30Hz range for each eye

      Bullshit. Many LCD shutter glasses of the past were capable of 120Hz as well, if you could actually get your monitor to do that (high-end CRTs would, or lower end ones put on a lower than normal screen resolution). The only new thing here is that it's coming from nVidia.

    24. Re:Accessories? by Anzya · · Score: 1

      60Hz while flickering is not enough for me. Give me 10-30 min of that and I have a migraine. For me to be able to use this I would need around 75Hz for each eye.
      But as others has stated. This not new technology. I had a couple of glasses like these sometime around 1999. They where only limited by what my screen could handle and since I could press it up to 120 without any real trouble...

      --
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  4. New? by grub · · Score: 2, Interesting


    A company named Elsa had 3D shutter glasses for NVidia cards in 2000-2001 or so. I still have a wired and wireless pair. I think NVidia bought them out ages ago and put the 3D stuff in the Detonator drivers. I remember playing Thief 2 with those glasses (it was AWESOME). No idea if they still work, my current game rig has an ATI card.

    --
    Trolling is a art,
    1. Re:New? by Yvanhoe · · Score: 2, Interesting

      Yes, I don't feel particularly old but I remember seeing these shutter glasses on GeForce 2. The contrast ratio was not awesome but it worked okay and was provided for free with the card. I wonder why it didn't succeed then. Maybe the lack of support in games. Here the novelty would come from the automatic mode that the driver provides, not from the old tech shutter glasses.

      --
      The Wise adapts himself to the world. The Fool adapts the world to himself. Therefore, all progress depends on the Fool.
    2. Re:New? by AKAImBatman · · Score: 5, Informative

      My Asus GeForce 2 shipped with a pair of shutter glasses. The darn things did frak' all on the pack-in game. (Soldier of Fortune) I pretty much tried them out once, then stuck 'em into storage. Shutter glasses are highly overrated.

      If manufacturers really want 3D gaming with true depth perception, monitor and GPU manufacturers should work together to create polarized computer monitors. Simply turn on the 3D effect, put on a pair of stylish shades with mismatched lenses, and BAMMO! Instant 3D.

    3. Re:New? by arugulatarsus · · Score: 2, Funny

      Games did not provide support for the glasses. I remember using my Asus TNT2 Ultra http://www.anandtech.com/video/showdoc.aspx?i=964 on final reality and tomb raider 2. I thought this would not work on an LCD monitor though since most of them work only at 60hz. Kudos to greenzilla for playing on the fact that these monitors have a ridiculously high resolution and halving it to maintain the performance while losing sharpness. I don't think this will work for twitch gamers. but for casual gamers, if they can throw in head tracking, this can be a really fun way to play tetris.

    4. Re:New? by grub · · Score: 1

      The games didn't have to support the 3D, it was all done by the drivers. I even remember playing some emulators and the 3D actually worked for those emulators that used the DX 3D

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      Trolling is a art,
    5. Re:New? by Thelasko · · Score: 1

      monitor and GPU manufacturers should work together to create polarized computer monitors.

      LCD monitors are already polarized.

      --
      One of our competitors trademarked the term "hypothesis". From now on, we will call them "boneheaded ideas".
    6. Re:New? by vadim_t · · Score: 5, Interesting

      I've got a Zalman monitor that does precisely that.

      It's great. Unlike anaglyph, it doesn't suffer from ghosting and color problems. Unlike shutter glasses it doesn't require any special support: If you have the monitor, and the glasses, all that's needed is to produce a correctly formatted image. So it can work with any video card without specific support, and you can view 3D photos by just opening the image in the web browser.

      The only disadvantage is that horizontal resolution is halved. But it's still much better than the other options.

    7. Re:New? by wjh31 · · Score: 2, Insightful

      they are polarised one way, i think you parent means that it displays two polarisations each with a different image, then glasses with a different polarised lens in each eye will let through different images to allow a 3D effect

    8. Re:New? by grub · · Score: 1

      To each his own I guess.

      Writing them off after trying them once seems a bit rushed. I used mine on several nvidia cards for years and loved them. It helps to use them in a dark room, brightness not too high, etc.

      --
      Trolling is a art,
    9. Re:New? by dilvish_the_damned · · Score: 1

      Ran a computer store in `97 or `98 when we had the same sort of thing. Hooked it up to a 21 inch Mag Innovision that no one could afford. It was LCD shutter lens, came with Descent, and was infected. As it turns out, the Epilepsy was hard to wash off.

      --
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    10. Re:New? by randyest · · Score: 1

      As other have mentioned, games did not need to support the glasses -- they just worked, because the 3d data is in directX.

      They didn't succeed because they gave people headaches due to the refresh rate being something like 30Hz for each eye. The new tech/glasses in this article are 60Hz/eye, which is why it requires special 120Hz displays (which is why these new ones probably won't succeed.)

      --
      everything in moderation
    11. Re:New? by Anonymous Coward · · Score: 1, Interesting

      The product was called ELSA Revelator. The company went bankrupt in 2002. A company called "Neue ELSA GmbH" was founded by the former CEO of ELSA AG, and went under as well. Another company founded in the wake of the ELSA AG is Devolo AG, which is alive and well and best known for its powerline communication products.

      The ELSA Revelator was indeed all that the summary mentions. More info is here. The Achilles heel was driver support, until support for stereo viewing became available in stock Nvidia drivers, but that support didn't last long. Some other problems with the "automatic" stereo separation (without explicit game support) will most likely also plague the reinvention of the concept: Lens flares, halos, crosshairs and HUD elements appear to stick to the screen because they're drawn with a z-value of 0. The range of z-values varies from game to game and it can be problematic to find a stereo separation width that provides a nice 3D effect without causing headaches due to double vision effects. The ELSA programmers tried to solve the latter problem with a library of manually tuned settings for popular games, heuristics for other games and a tweak overlay for manual adjustments.

    12. Re:New? by Skinkie · · Score: 1

      Games did not provide support? That is non-sense, it was part of the DirectX/OpenGL driver interface within Windows.
      I still remember I was playing Tony Hawk Pro Skater 2 with my glasses on. I was way cool back then!

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    13. Re:New? by Skinkie · · Score: 1

      I still have the same 19" Sony CRT monitor, which does 120Hz for the lower resolutions without a problem. That is not really an argument. Since even older glasses of Crystal Eyes even worked with adapted games as Wolfenstein 3D at 320x240 it was also at least 60Hz per eye because for that game they used interlacing.

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      Support Eachother, Copy Dutch Property!
    14. Re:New? by Anonymous Coward · · Score: 0

      The ELSA Revelator supported higher refresh rates. If you had a good monitor, you could very well use the Revelator at 2*60Hz. FFS, Slashdot needs to go easy on the exponential backoff for anonymous posting.

    15. Re:New? by arugulatarsus · · Score: 1

      I'm sorry, I poorly expressed myself.
      The driver would provide support for 3d as long as the game used the Z buffer. The user could adjust IIRC for such exotic features as FOV, inverted Z and "eye distance".
      Basically games did not need to support it since D3d/OGL worked out of the box, you could load whatever game you wanted from how many generations ago you wanted (mechwarrior 2 anyone?) and get 3d results that would jump out of your 17" CRT monitor. (19-22 for later generations)
      Hope that clears things up.

    16. Re:New? by mrjimorg · · Score: 2, Informative

      Actually, this is a pretty new initiative. It involved working with monitor companies to create 120 Hz monitors that could do 1920x1200 and they spent a lot of time/money making glasses that would eliminate a lot of the ghosting effects, etc that were in prior versions. As for the polarized lenses, many reviewer report getting headaches, etc.

    17. Re:New? by Chyeld · · Score: 3, Interesting

      Correction (or emphasis perhaps, since you did mention it), as I had a pair of glasses as well, they worked IF the game used the Z buffer 'correctly'. However many games did wacky stuff with their UI's and the Z buffer, making it do all sorts of wacky stuff.

      I think I remember one game had set the "base" of the UI to be at the bottom, while all the interactive parts were at the top, so while it looked correctly without the glasses you had an UI that looked as if it were sunk well below the 'game window' and the dials and gauges are such were floating in the air. What's more, they weren't just floating above the spots they would have had on the base, but offset.

      Another game, for some reason, had every other element at a different level, meaning while (again) the UI looked normal without the glasses, it looked like something Escher and Dali would have co-created while on LSD.

    18. Re:New? by Anonymous Coward · · Score: 0

      Even those Elsa glasses were not new. I still have my X-Specs 3D glasses for my Amiga 1000.

    19. Re:New? by blahplusplus · · Score: 1

      "... I remember seeing these shutter glasses on GeForce 2. The contrast ratio was not awesome but it worked okay and was provided for free with the card. I wonder why it didn't succeed then."

      The reason it didn't succeed then was because it wasn't well designed, it did not work with all games equally well. Next the fact that it ONLY worked for games is something often overlooked. If we ever finally do move to 3D UI in regular appplications outside of games and such apps become ubiquitous, only then I can see a much more realistic market for the addition of addition of 'true' 3D depth.

      I remember trying to play Porsche unleashed in 3D and it was mind-screwing and headache inducing experience. One of the problems if 'true 3D' using shutterglass technology is making sure it works the same for every game out of the box. The old implementation did not have this.

      Personally I would rather see 3D be implemented and standardized from the monitor manufacturer's side rather then having to use special glasses that will only come with a 3D card. I have to wonder why Nvidia has not looked into investing in monitor technology to bypass the whole cheezy-3d glasses thing. Most people don't want to wear 3D glasses to get the 3D depth effect.

      One of the biggest problems for mass adoption of technologies is the way in which a technology obstructs, repulses (i.e. glasses are 'gimmick'/ uncool) or confuses a lay audience.

    20. Re:New? by Anonymous Coward · · Score: 0

      Which model is that?

    21. Re:New? by randyest · · Score: 1

      While that monitor may do 120Hz, the glasses that came with GeForce 2 / ASUS hardware was 30Hz/eye max. Isn't that what we were talking about? I'm unfamiliar with older Crystal Eyes systems.

      --
      everything in moderation
    22. Re:New? by randyest · · Score: 1

      We're talking about the much cheaper glasses that came with some ASUS Geforce cards. Those are 30Hz/eye max. I don't know about ELSA revelator.

      Why don't you just post under your account?

      --
      everything in moderation
    23. Re:New? by s_p_oneil · · Score: 2, Informative

      That is all very true. However, you forgot to mention that some things will suck even when the Z value is correct. Things like cross-hairs, for instance, are generally drawn at the near clip plane. This means that when you focus on an enemy in the distance you get double-vision on the cross-hair, and when you focus on the cross-hair you get double-vision on the enemy. Trying to play it is like when Rocky said "I see 3 of him out there" and the advice was "Aim for the one in the middle". This happened to me when I tried playing Descent 3 with shutter glasses, and all the Descent games were tested on VR head-gear.

      The developers could try putting the cross-hair at the far clip plane, but then you'd see double on enemies up close, and it would look like you were peering through a hole in whatever objects it was drawn on top of. They could set it at the distance of whatever object it's in front of, but as you turn it will bounce forward and backward in one of two very annoying ways. Either the size of the cross-hair will jump, which would be visually distracting, or the size will stay the same, freaking your eyes out as they try to maintain focus on it. In this case, something like a laser pointer sight would probably work the best, but not all games have something like that.

    24. Re:New? by wurble · · Score: 2, Informative

      We need monitors with this kind of technology: http://en.wikipedia.org/wiki/Real_D_Cinema My wife and I saw Bolt and it used this. The glasses looked and felt like normal plastic glasses. In fact, they were disposable. The movie was 3D no matter what angle you looked at it from, and there was absolutely ZERO flicker with the glasses on. Best 3D experience we've ever had.

    25. Re:New? by vadim_t · · Score: 3, Informative

      Which model is that?

      Zalman TRIMON ZM-M220W

    26. Re:New? by Skinkie · · Score: 1

      Not true, I have the hardware still here. It was 75Hz max, if you had a monitor that could do 150Hz VSYNC. CrystalEyes used an additional line to sync the glasses, the Asus hardware had a connector. Like the earlier Monsterboard stuff.

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      Support Eachother, Copy Dutch Property!
    27. Re:New? by muridae · · Score: 1

      Well, we are striving for reality, right? So, the game needs to know if you expect to be treated as dominate right eye and hand, or left eye and hand. If you are right handed, aim the left crosshair set and pull the trigger. This can work just like using a real weapon, where you might see the second set of crosshairs off to the side when you are focusing on the target. In the real world, you just have to look around the extra image. In a game, the game can either anticipate which hand you use, or it could move the cross hairs out to the targets plane. For a futuristic flight sim, that might work as well.

      Or, if you don't want to work that hard, just close one eye when you really have to aim.

    28. Re:New? by mikael · · Score: 1

      Maybe the cross-hair could be drawn as two sem-transparent planes of different colours ( red/blue)?

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    29. Re:New? by C_L_Lk · · Score: 1

      I prefer the new 3D LCD monitors that don't require glasses at all - one of my customers bought one earlier this year (or had it sent to them for research?) in any case - I got to play on it a while - the 3D was viewable from a pretty good wide angle, and it was almost bizarre seeing it with no glasses on... the image really popped out of the screen and looked like it had true depth.
      http://www.smarthouse.com.au/Gaming/Accessories/J6U3R4T3
      For more information on the tech.

    30. Re:New? by AKAImBatman · · Score: 1

      *Ahem*

      The technique that RealD uses is comparable to the traditional method of 3-D imaging which uses linearly polarized glasses.

      Thus my suggestion for polarization. ;-)

    31. Re:New? by AKAImBatman · · Score: 1

      Whoops, grabbed the wrong bit there:

      RealD however uses a single projector that alternately projects the right-eye frame and left-eye frame, and circularly polarizes these frames, clockwise for the right-eye and counterclockwise for the left-eye, using a liquid-crystal screen placed in front of the projector lens

      Basically, it's still polarization. That's the key to getting each eye to see its own image.

    32. Re:New? by Nicolay77 · · Score: 1

      AFAIK, in real life you have the crosshair in only one eye.

      So, in games it should be the same.

      And probably use in the right eye by default.

      --
      We are Turing O-Machines. The Oracle is out there.
    33. Re:New? by Anonymous Coward · · Score: 0

      Or, you could learn to use it like a real pair of sights. Focus on the target, not the sights. Your brain will act to align the signs to the target, trust it.

    34. Re:New? by Anonymous Coward · · Score: 0

      Another game, for some reason, had every other element at a different level, meaning while (again) the UI looked normal without the glasses, it looked like something Escher and Dali would have co-created while on LSD.

      If I read that right: Without the glasses, the UI looked normal; while on LSD, it looked like something Escher and Dali would have co-created...

    35. Re:New? by Chyeld · · Score: 1

      I'm sure that is true as well...

    36. Re:New? by Anonymous Coward · · Score: 0

      No, we're not striving for reality. We're striving for fun. Besides, in reality most weapons do not have crosshairs or are usually not used with the crosshair in sight. The crosshair in a game is a substitute for feedback from the body. It is much easier to aim without crosshairs in reality than it is in a game where the direction you look in and the targeting of your weapon is controlled with the mouse at the same time.

  5. Gaming? by Thanshin · · Score: 3, Funny

    Who thought of selling a 3d display system for gaming?

    Let's see. How many gamers watch porn regularly?
    Now, how many non-gamers watch porn regularly?
    And finally, how many games get so greater for being in 3d as porn?

    How hard can it be to sell a product with "Full 3D titties. $X. Pay here."

    How hard? I ask you.

    1. Re:Gaming? by aliquis · · Score: 1

      I can't see the big deal with 3D porn?

    2. Re:Gaming? by Toe,+The · · Score: 4, Funny

      It is often the case that "gaming" is code for "porn." That's just how they have to market it to the mainstream.

      Same as how "home video" was code for "home porn."

      Same as how "internet access" was code for "porn access."

      Same as how "broadband" is code for "more porn."

      Same as how "high-def" is code for "clearer porn."

      You get the picture.
      (Which is code for "you get porn.")

    3. Re:Gaming? by Anonymous Coward · · Score: 0

      How hard can it be to sell a product with "Full 3D titties. $X. Pay here."

      I think you could sell that even when flaccid.

      But 60 Hz wont be enough to capture the stroking motions.

    4. Re:Gaming? by Anonymous Coward · · Score: 0, Interesting

      It's cool. Try it.

      Google it, cross your eyes, and enjoy.

      Never seen movies though, only still shots. Anyone have a link?

    5. Re:Gaming? by Anonymous Coward · · Score: 1, Insightful

      Girlfriend = 3D Porn

    6. Re:Gaming? by Anonymous Coward · · Score: 1, Funny

      Nah...stripper/sex show = 3D porn. Prostitute = interactive porn. Girlfriend = well, normal sex.

    7. Re:Gaming? by Hatta · · Score: 1

      The Sega Master System had 3d goggles 20 years ago, so it's not a new idea. Consider that NTSC only displays 30 fields per second, and half of them would be shown to each eye. That's a headache inducing 15 frames per second. Still kind of a neat effect.

      --
      Give me Classic Slashdot or give me death!
    8. Re:Gaming? by Anonymous Coward · · Score: 0

      Just a technical note. Any video wouldn't be in 3d because the graphics card won't have any spacial data. Any real-time 3d generated view can be used with this system. If the video card isn't building the environment it won't be able to generate a shift for your left and right eyes.

    9. Re:Gaming? by Anonymous Coward · · Score: 0

      "I can't see the big deal with 3D porn?"

      That's because you don't have 3D glasses yet.

  6. If your specs aren't good enough by FredFredrickson · · Score: 1

    I can imagine this being an epic fail, if your specs aren't good enough. You'll need top of the line to make sure that the refresh rates don't jitter and your framerate doesn't die.

    So, I definitely want one, but I'm not going to pretend that this would be remotely useful until I upgrade to a brand new machine.

    --
    Belief? Hope? Preference?The Existential Vortex
    1. Re:If your specs aren't good enough by Thanshin · · Score: 4, Funny

      So, I definitely want one, but I'm not going to pretend that this would be remotely useful until I upgrade to a brand new machine.

      Well, you could buy it now and, while you wait for a more powerful rig, use it on older games.

      Like tetris.

    2. Re:If your specs aren't good enough by gEvil+(beta) · · Score: 1

      I can imagine this being an epic fail, if your specs aren't good enough.

      If they're not "good enough" you should just be able to contact NVIDIA for a pair that works...

      --
      This guy's the limit!
    3. Re:If your specs aren't good enough by Anonymous Coward · · Score: 0

      Ba dum Che!

    4. Re:If your specs aren't good enough by Hatta · · Score: 1

      It would definately make Blockout more interesting.

      --
      Give me Classic Slashdot or give me death!
  7. And for those of us without 20/20 vision? by astrodoom · · Score: 4, Insightful

    Seems like those glasses would not fit over mine. So I guess this product is going purely for the good vision and contact lens market?

  8. I have the older glasses by Flentil · · Score: 5, Interesting

    The glasses work great. Any direct3D will show in full 3D. The only reasons I don't wear them all the time (or ever really) are bad 3d driver support from nvidia in the past, and more importantly, every game I've ever played in 3D has used some weird visual shortcuts for displaying explosions or gunshots or something that breaks the whole immersion. For example, in Grand Theft Auto San Andreas, it's all full 3D except the streetlights and headlights. Those appear to be painted on a 2D window in front of you because they don't really appear in the 3D space. Anyway, it's weird enough to make me not want to play it that way. So if this is going to ever work in the mainstream, game developers have to meet halfway and stop using graphical shortcuts like that.

    1. Re:I have the older glasses by Actually,+I+do+RTFA · · Score: 4, Insightful

      Any direct3D will show in full 3D

      Any Direct3D application will look good and 3D. However, there is a flaw . While it will show the pixels adjusted for each eye, the occlusion testing is only done once. That is, your right eye cannot see slightly around a barrel, or both eyes will perceive you rounding a corner at the same time.

      if this is going to ever work in the mainstream, game developers have to meet halfway and stop using graphical shortcuts like that.

      It's not worth it to use until these devices become mainstream, or have reached a pricepoint where they can become so easily. Then they will rush to do so.

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    2. Re:I have the older glasses by Chabo · · Score: 2, Informative

      I think this is fixed nowadays, with most developers no longer using sprites for steam, explosions, etc.

      Example: Valve, as recently as Half-Life 2: Episode 1 (June 2006), was still using sprites for fire and explosions. However, by the time The Orange Box (October 2007) was released, they were using full 3D models for those entities.

      I imagine any game made in the past year or so will be full-3D, with no sprites.

      --
      Convert FLACs to a portable format with FlacSquisher
    3. Re:I have the older glasses by Anonymous Coward · · Score: 0

      I have to admit, I'm not sure why you were modded Flamebait. Both your points are good and valid from what I can tell...

      Maybe the mods are just in a bad mood today.

    4. Re:I have the older glasses by azorian · · Score: 4, Informative

      I think this is fixed nowadays, with most developers no longer using sprites for steam, explosions, etc.

      And you would be wrong. Most games still use a lot of alpha blending effects (smoke, halos, hair, windows, etc.). The problem with using the depth buffer for depth/3D position extrapolation is that alphas don't Z-Write, so the alpha pixels will pick up the same depth as what ever solid geometry is behind it. This is the same problem that plages other post processing effects such as depth of field, depth buffer based motion blur etc...

    5. Re:I have the older glasses by TheSpoom · · Score: 1

      Apologies, it's been a long time since I took a DirectX course. Aren't there already translucent textures? Why can't these appear to be at the correct depth?

      --
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    6. Re:I have the older glasses by Hurricane78 · · Score: 2, Insightful

      It's not worth it to use until these devices become mainstream, or have reached a pricepoint where they can become so easily. Then they will rush to do so.

      Yeah. The same stupid argument, that's used all the time. It's not worth to create games for 3d-glasses, until they become mainstream. And it's not worth to create 3d-glasses, until there are enough games for it. How stupid are those arguments?

      In reality, there only ever will be 3d-glasses and games using them, when someone creates them anyway. No matter if they are actually needed right now.
      For example: It's pretty easy to create a game that just watches out not to create problems with 3d-glasses that behave as if there were two screens. As long as there aren't, I would not cost the game developer much, if anything, be backwards compatible to one-screen systems, and they could put a nice sticker on the box, saying "compatible with 3d-glasses".
      Wait until one or two big engines (like the unreal engine) support this, and a ton of following games will support it.

      Next you know, some Taiwanese company throws cheap glasses for specific cards on the market. nVidia smells the cash and creates them too. And from then, it works.

      Of course, now, nVidia went the hard way, and created the glasses first. I just hope they work with many games...

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
    7. Re:I have the older glasses by Anonymous Coward · · Score: 0

      The biggest issue is that a lot of effects are actually bitmaps (like fire, explosions, some smoke, etc.) and these end up looking like billboards (because they have no depth.) This was the case with previous generations of these glasses and always will be.

    8. Re:I have the older glasses by Actually,+I+do+RTFA · · Score: 1

      For example: It's pretty easy to create a game that just watches out not to create problems with 3d-glasses that behave as if there were two screens. As long as there aren't, I would not cost the game developer much, if anything, be backwards compatible to one-screen systems, and they could put a nice sticker on the box, saying "compatible with 3d-glasses".

      Actually, there's a reason that they create effects like that. Not only is it easier to create, but it runs faster. Making those effects better, means lagging in some other area. No one will do that until "3D-glasses" compatibilty matters to a large number of gamers...

      Because all the other areas already have a lot of people who care.

      And as for that sticker... well, it'll get put on the box anyway because the game is compatible with, just not optimized for.

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    9. Re:I have the older glasses by Chabo · · Score: 1

      Another thing I forgot was that particle effects were also used heavily by Valve in The Orange Box, when they moved away from using sprites for smoke and explosions.

      With particle effects, does that mitigate the need for alpha blending effects?

      --
      Convert FLACs to a portable format with FlacSquisher
    10. Re:I have the older glasses by Anonymous Coward · · Score: 0

      Apologies, it's been a long time since I took a DirectX course. Aren't there already translucent textures? Why can't these appear to be at the correct depth?

      Not sure what you mean by "translucent textures".
      You can Z-Write if you use colour keyed textures (i.e. on/off transparency) since there is no see through geometry that way.

      You can't Z-Write when using alpha blending because, even if you draw all alphas after all solids and render them back to front (based on something like BB sorting), you can still have overlapping unsortable alpha pixels.

      As far as I know the only technique out there to give each layer of alpha geometry a proper depth value is to use Depth Peeling (http://developer.nvidia.com/object/Interactive_Order_Transparency.html), however this is still too slow for a full blown game.

    11. Re:I have the older glasses by azorian · · Score: 2, Informative

      Particle systems are generally implemented with alpha blended polygons so they suffer from the same sorting problems as any other alphas, hence no Z-Write and no depth buffer value. The only few mitigating things that can be done (in terms of sorting) is use additive blending (if that looks good with the specific effect), still it does nothing in terms of depth for alphas.

  9. *sigh* by PeDRoRist · · Score: 1

    Screw this shutter glass nonsense!

    The masses don't need no stinkin glasses (active, passive or whatever), what they need is autostereoscopy.

    Manufacturers have been teasing with autostereoscopic technology (I'm looking at you Philips) throughout 2008, now they need to actualy push these to market.

    --

    Anything you do can get you slashdotted, including nothing.
  10. Nerdcore by Anonymous Coward · · Score: 0

    Looks to me like the headline is an invitation for nerdcore.

    3D glasses
    For the masses
    Aliens come out of the screen
    to kick your a33s3s...

    1. Re:Nerdcore by WillDraven · · Score: 1

      Burma Shave.

      --
      This is my sig. There are many like it but this one is mine.
    2. Re:Nerdcore by Mursk · · Score: 2, Funny

      "a33s3s" aeeses? asssss?

      --
      "This thing does science so hard, you say, 'I've never seen that much science.'" -Sam
    3. Re:Nerdcore by Arthur+Grumbine · · Score: 1

      My geekdom for a mod point!

      --
      Now that I think about it, I'm pretty sure everything I just said is completely wrong.
  11. Got these with my Asus V7700 GeForce 2 in 2001 by Qbertino · · Score: 2, Informative

    Nothing new. I got these with my Asus V7700 GFX card (a very good card, btw!) - but they had a cable rather than wireless sync. The GFX card had an extra connector for these. The glasses worked but needed calibrating and were a guarantee for headache after playing for 10 minutes or so. But Dark Reign 2 and simular games looked really cool with them. For 3D RTS I think something like this can even give you an advantage - if you can raise your monitor refresh rate enough, that is.

    --
    We suffer more in our imagination than in reality. - Seneca
    1. Re:Got these with my Asus V7700 GeForce 2 in 2001 by randyest · · Score: 1

      No, you did not get these in 2001. You got headache-inducing 30Hz/eye glasses. These are 60Hz/eye, which is why they require a 120Hz display.

      --
      everything in moderation
    2. Re:Got these with my Asus V7700 GeForce 2 in 2001 by Anonymous Coward · · Score: 0

      Actually I think 40-55Hz an eye was an option, if your monitor didn't fry at those refresh rates.

      Fellow former 7700 Owner :D. The Soldier of Fortune bundle disc is sitting right next to me, and as far as I know the card is still running in a machine at my father's house.

      The cookie-cutter boards everyone puts out make me rather sad, it was always interesting to see the wacky features companies put out.

    3. Re:Got these with my Asus V7700 GeForce 2 in 2001 by Anonymous Coward · · Score: 0

      You assume too much. Those glasses could go up to 140hz.

    4. Re:Got these with my Asus V7700 GeForce 2 in 2001 by Anonymous Coward · · Score: 0

      Actually, the glasses I got in that time range were definately capable of 60Hz/eye and my 21" CRT was capable of 120Hz refresh rates at 1600x1200.

      (Not the grandfather, just another early adopter)

    5. Re:Got these with my Asus V7700 GeForce 2 in 2001 by randyest · · Score: 1

      It's not an assumption; I had them. They maxes out at 30Hz/eye. Maybe you got a better kind somehow? Mine were bundled with a Gefore 2. Yours?

      --
      everything in moderation
    6. Re:Got these with my Asus V7700 GeForce 2 in 2001 by Anonymous Coward · · Score: 0

      +1 To that. I loved the glasses with the V7700!

      Mobil 1 Rally Championship totally kicked butt with the flicker glasses. You find yourself cringing a little bit when the trees come a little too close to your viewpoint :)

    7. Re:Got these with my Asus V7700 GeForce 2 in 2001 by Qbertino · · Score: 1

      They maxes out at 30Hz/eye. Maybe you got a better kind somehow? Mine were bundled with a Gefore 2. Yours?

      I remember running my Sony Trinitron 17" Monitor at 100 Hz in order to use the glasses 50 Hz - so no, mine weren't limited to 30 Hz. However, it was a late-isch GeForce 2 (V7700 GTS with all kinds of paraphenalia in it), including analog video conversion, a bunch of kables and connectors and said glasses. I remember having heard about the technology a year or so before, so the tech probably was matured allready.

      --
      We suffer more in our imagination than in reality. - Seneca
  12. Who are those "masses" ? by dword · · Score: 0, Redundant

    OK, OK, 3D Glasses for the Masses, but who will be able to afford them? I wasn't able to find anything related to pricing. Please enlighten me if you know anything related to the price.

    1. Re:Who are those "masses" ? by castironpigeon · · Score: 2, Informative

      $199 according to Nvidia's website. Can't find them for sale anywhere else. I'd be willing to try them for half that, but I'll have to hold off for now.

      --
      mmmm...forbidden donut
    2. Re:Who are those "masses" ? by lastchance_000 · · Score: 1

      According to the NVidia website, US$199.

    3. Re:Who are those "masses" ? by Andy+Dodd · · Score: 1

      $199! How can they possibly claim "for the masses" at that price point.

      I'm fairly certain it does not cost THAT much extra to make 60Hz shutter glasses (as compared to the 30Hz ones that were not even remotely close to $199, at most they typically resulted in a $20-30 price premium for the cards they were bundled with 8-10 years ago like some of the original Asus GeForce 256 cards.)

      Not only that but you need a high-end 120Hz monitor. I know even the old 30Hz glasses stopped working with most LCDs back in the day when LCDs started becoming popular (which was a contributing factor to the old shutter glasses dying off.)

      --
      retrorocket.o not found, launch anyway?
    4. Re:Who are those "masses" ? by martinw89 · · Score: 2, Interesting

      Not only is it $199 for the glasses, but you also need the following (according to NVIDIA's product page):

      1. Vista (wtf, no XP?)
      2. A (nvidia approved) 120HZ monitor. Currently there are 2 out there. And they are both only 22" and don't go to 1920x1200, so no 1080P content even though you're paying $400+ for the monitor.
      3. An NVIDIA 8800 GT or up. Only works w/ NVIDIA GPUs.
      4. Doesn't work with 3-way SLI (for now at least), something that people able to sink this kind of money might have.
    5. Re:Who are those "masses" ? by JimboFBX · · Score: 1

      I have e-dimensional 3d glasses (google it). They've been out since the beginning of the decade, cost 75 bucks. Works on 60 hz monitor if its not widescreen, and you can get nVidia's beta drivers which will work with them. HOWEVER, the 3d isn't perfect for LCDs at 60 Hz, and there is some serious ghosting at the top of the screen for my monitor, so its kinda like your playing a hologram instead of 3d. Still though, doom 3 is pretty damn scary, stupid baby flies that jump at you...

    6. Re:Who are those "masses" ? by JimboFBX · · Score: 1

      wonder if you can just grab the monitor, use e-dimensional glasses, and just use the beta drivers that support older cards and XP. I think I remember people finding that all those requirements (Vista, certain monitors, etc) were artificially put into the drivers and could be worked around.

      ALso, e-dimensional's drivers work on all cards, although the only thing I find them satisfactory with is doom 3. IN Half life 2 for example, the gun is rendered as if it was this 50 foot sized gun in front of you that goes through the floor.

  13. Peripheral vision is important. 3D is not. by Normal_Deviate · · Score: 1

    I have played with 3D glasses and found the experience disappointing. Parallax is only important within a few feet, and most of my depth cues seem to come from other sources. In game settings a 3-D "feel" was obtained only by exaggerating the parallax cues, which quickly became unpleasant. IMO, the sense of immersion depends much more on peripheral vision. Hopefully we will have that before long, through some technique more elegant than having 16 monitors.

  14. After reading the title... by CaptainPatent · · Score: 5, Funny

    ... I expected the Slashdot story to be something like:

    3 young lasses from Manassas made glasses for the masses rendering 3d in two passes. Currently the glasses are omitting noxious gasses and they're receiving an action lawsuit in classes so they really need to cover their asses.

    more as time passes.

    --
    Well, back to rejecting software patent applications.
    1. Re:After reading the title... by Dirtside · · Score: 1

      That'd be the Fark headline.

      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
    2. Re:After reading the title... by Anonymous Coward · · Score: 0

      They're being sued for omitting noxious gasses? You mean, people want noxious gasses from their glasses?

      Sorry, just being an ass(es).

  15. 3D Polarized Monitor? by ZirbMonkey · · Score: 2, Interesting

    If anyone has ever worn sunglasses while looking at an LCD monitor, you quickly discover that tilting your head causes the screen to go black in specific orientations.

    Hasn't anyone tried to manufacture an LCD with alternating LCD polarity between adjacent lines of pixels? Mounting cheap polarized films on any frame is all you'd need to split the monitor image between left and right eye. No shutter frames needed, the video card merely splits an image into stripes for the left and right eye at normal refesh rates. Same idea as "progressive scanning" images on some HDTVs

    1. Re:3D Polarized Monitor? by Whorhay · · Score: 1

      Except doing that would halve your resolution wouldn't it?

    2. Re:3D Polarized Monitor? by am+2k · · Score: 1

      Hasn't anyone tried to manufacture an LCD with alternating LCD polarity between adjacent lines of pixels?

      Actually, someone has.

    3. Re:3D Polarized Monitor? by vadim_t · · Score: 1

      It does. But it's easy, cheap, and color and separation are perfect.

      An additional advantage is that no special hardware other than the monitor is needed. If the application produces the interlaced image, it works. No need to support specific cards or APIs or anything of the sort.

    4. Re:3D Polarized Monitor? by Tacvek · · Score: 1

      It is worth noting that that screen is using alternating circular polarities rather than alternating linear polarities, which has the benefit that in normal mode (non-3d mode) standard polarized lenses (linear polarization) will have no impact on the image. (For that matter they would have no impact in 3d mode either, but looking at 3d mode without the correct glasses would just be stupid.

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    5. Re:3D Polarized Monitor? by Onymous+Coward · · Score: 1

      Only during 3D viewing. You should be able to use it at full resolution without polarized lenses.

  16. Re:And for those of us without 20/20 vision? by Anonymous Coward · · Score: 0

    Seems like those glasses would not fit over mine.

    Who are you? Buddy Holly?

  17. Clipping by loocas · · Score: 2, Funny

    So will graphic clipping issues poke you in the eye?

  18. Digital Cameras by Ukab+the+Great · · Score: 1

    It would be great if cheap glasses leads to the development of cheap stereoscopic digital cameras. Why should 3-d photography be limited to running only on your grandpas antiques?

    1. Re:Digital Cameras by Yvan256 · · Score: 1

      I've got two words for you: duct tape!

      Actually, digital cameras have gotten so small, I bet some models could be simply attached to a dual-mount tripod or something.

  19. Re: Peripheral vision is important. 3D is not. by JMZero · · Score: 2, Interesting

    For most of the games we tried (FPS games, etc), 3d wasn't spectacular. But for racing games, I found the 3d effect (with an eMagin head mounted display) to really make the game better - you got a real sense of speed.

    I think the thing that will push this over the top is good head tracking. If your perspective changed with head movement, I think the 3d illusion would be really compelling.

    --
    Let's not stir that bag of worms...
  20. OpenGL support? by pak9rabid · · Score: 2, Interesting

    After reading the article, I notice they make mention that this works by utilizing data provided from Direc3D....does anyone know if this works with OpenGL-based games as well?

    1. Re:OpenGL support? by pak9rabid · · Score: 4, Informative

      Welp, to answer my own question, it looks like it does not. That's a shame, as the only game I really play is ETQW.

    2. Re:OpenGL support? by maz2331 · · Score: 1

      It seems that nVidia is still stupidly keeping the OpenGL support as a Quadro-only feature. There is no good reason to not support it across the line - 3D in a window is actually a really cool feature, much better than having to run "full screen".

      Come on, guys. If you want to sell the stuff, quit being asshats and do it already.

    3. Re:OpenGL support? by pak9rabid · · Score: 1

      It seems that nVidia is still stupidly keeping the OpenGL support as a Quadro-only feature.

      Huh? So it's just my imagination that my GeForce 9800gtx (as well as all other GeForce cards) can run OpenGL applications natively?

    4. Re:OpenGL support? by Anonymous Coward · · Score: 0

      I think he means stereo mode.

    5. Re:OpenGL support? by Anonymous Coward · · Score: 0

      Welp, to answer my own question, it looks like it does not. That's a shame, as the only game I really play is ETQW.

      Yeah, the only game I play is Extra Terrestrial Quest World, too. Go figure?

  21. Re:And for those of us without 20/20 vision? by arugulatarsus · · Score: 1

    Seems like those glasses would not fit over mine. So I guess this product is going purely for the good vision and contact lens market?

    Can you wear contact lenses? Dunno, I have 20/20 and am probably an insensitive clod.

  22. It's not a new technology by Sycraft-fu · · Score: 3, Informative

    But a new and more likely useful implementation. First off it's wireless which makes them much more practical for general use. The big deal these days is the faster monitors. Back when they first came out, you had to use them CRTs, LCDs were too slow. However even good CRTs had real hell doing refresh rates high enough not to produce severe flicker. 85Hz was fine for a normal image, too slow for this sort of thing to work well. It took a top of the line CRT to do 120Hz at even 1024x768.

    Well that's not a problem now. DLP screens update way, waaaaaay, faster. They cycle colours thousands of times per second. So doing 120Hz, or rather 60Hz per eye, is no problem at all.

    Nothing revolutionary, but it is practical now. I remember playing with it when it first came out. It was kinda cool, but not all that usable and only really worked when I tried it on a professional CRT at work. This sounds like I could make it work in my living room on a normal DLP screen.

    1. Re:It's not a new technology by grub · · Score: 1


      First off it's wireless which makes them much more practical for general use.

      I have a pair of wireless ones (as mentioned above), though they aren't rechargable. True about the refreshes. I had a nice Sony CRT that was running on that setup, 120 Hz was easy for it.

      --
      Trolling is a art,
    2. Re:It's not a new technology by lysergic.acid · · Score: 1

      i think i'm missing something here about the DLP screens.

      with the normal LCD monitor the screen is constantly switching between the left & right views, which makes perfect sense with the shutter glasses.

      however, according to the article, the DLP screen blends the left & right views by displaying them on alternating pixels. so how exactly do the shutters filter out the different views to different eyes?

    3. Re:It's not a new technology by drinkypoo · · Score: 1

      however, according to the article, the DLP screen blends the left & right views by displaying them on alternating pixels. so how exactly do the shutters filter out the different views to different eyes?

      They don't. The left view is shown on odd scanlines and the right view on even (or the other way around, who knows) not in order to display them at once, but to stop the display from vibrating at 1/2 the refresh rate. If you display the visual information in the same pla

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
  23. Re:And for those of us without 20/20 vision? by astrodoom · · Score: 1

    I suppose one could, although I've grown quite accustomed to my good ol spectacles and I can't really see changing one of the major parts of my lifestyle and appearance merely to use a product...

  24. 120 Hz HD? by arugulatarsus · · Score: 1

    Off the top of my head, I can't think of any dvi mode that can reach 120Hz. In the article NV was talking about working with some proprietary TI dlp stuff. Is this technology condemned to HDMI/HDCP + Projectors with a lamp life of 1/2 of your typical sandbox game?

  25. Re: Peripheral vision is important. 3D is not. by FredFredrickson · · Score: 1

    Try Audiosurf with the glasses! I bet that's enough to give a heart attack.

    --
    Belief? Hope? Preference?The Existential Vortex
  26. 60 still hertz by Eil · · Score: 2, Insightful

    the NVIDIA software is able to construct a stereo 3D image out of existing game content while the 120 Hz requirement gives each eye 60 frames of motion per second negating the physical detriments that were known to occur with previous 3D offerings.

    Well, except that some of us can still see the 60Hz flicker. I want to gouge my eyes out looking at anything less than 75Hz, which would work out to 150Hz combined for this technology.

    1. Re:60 still hertz by dilvish_the_damned · · Score: 1

      the NVIDIA software is able to construct a stereo 3D image out of existing game content while the 120 Hz requirement gives each eye 60 frames of motion per second negating the physical detriments that were known to occur with previous 3D offerings.

      Well, except that some of us can still see the 60Hz flicker. I want to gouge my eyes out looking at anything less than 75Hz, which would work out to 150Hz combined for this technology.

      I am guessing they are banking on LCD being fairly slow.

      --
      I think you underestimate just how much I just dont care.
    2. Re:60 still hertz by jandrese · · Score: 1

      Where the heck are you finding 75Mhz LCD displays?

      --

      I read the internet for the articles.
    3. Re:60 still hertz by Anonymous Coward · · Score: 0

      You see it on CRT monitors only, because the scan lines actually go black as they are being painted. I see 60 Hz on a CRT also, and it is quite painful to look at. This is not the case with LCD monitors however.

    4. Re:60 still hertz by hasdikarlsam · · Score: 1

      But it *is* the case with this technology, as the glasses go black half the time, for 60 cycles per second.

  27. There are downsides to this approach by Forkenhoppen · · Score: 4, Informative

    To understand why this may be a poor choice for 3D glasses technology for consumers, as well as some thoughts on why NVIDIA might have gone with it anyways, here's an article that gets into the nitty gritty. Brief summary; headaches and batteries.

    (Insert usual disclaimer about the Inquirer not exactly being an enthusiastic supporter of NVIDIA here..)

    1. Re:There are downsides to this approach by Rufus211 · · Score: 1

      Oh no, not batteries. You mean like the things that are in ps3/360 remotes that have to be recharged by simply plugging them in? The horror!

  28. Support for people with glasses? by Midnight+Thunder · · Score: 1

    Can these glasses be worn over prescription glasses?

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    1. Re:Support for people with glasses? by jandrese · · Score: 1

      According to TFA: Yes

      --

      I read the internet for the articles.
  29. Linux support? by CoolHnd30 · · Score: 1, Redundant

    I saw no mention in the article if Linux, OSX, or other OS'es would be supported. That is a large issue for me if I'm going to come off $200...

    1. Re:Linux support? by joe_cot · · Score: 1

      given that they only support Direct X, I don't see how they would build in Linux support. Sure, you can run it in wine, but I can't see writing a driver dependent on that. We really need to just kill Direct X with something good and also cross platform. OpenGL works, but lacks the shortcuts that Direct X has.

    2. Re:Linux support? by CoolHnd30 · · Score: 1

      Modded -1 redundant when no other post had mentioned Linux?? I don't get it.... Gotta love the moderators :)

  30. I've played it all by ShooterNeo · · Score: 5, Informative

    I've owned and used heavily 2 stereoscopic 3d systems.

    One used a large CRT monitor that could run at 150Hz. I had two different 3d shutter glasses I used. I remember having to do quite a bit of tweaking with each game I wanted to play, but eventually I was able to get 'perfect' effects that were completely and totally awesome.

    You can't really know til you try it, but 3d can make games feel dramatically more real. It can make even older games look a LOT better. Deus Ex was pretty darn awesome looking when your weapons actually have depth to them, and so do the enemies.

    I then built a passive stereoscopic rig using polarized glasses and 2 LCD monitors, as well as a half-silvered mirror. Total cost : about $650. That one also ruled, and worked better than the shutter glasses. I found that the killer app game for it was World of Warcraft.

    This was 18 months ago : I was playing WoW in full 3d. I had to disable just 1 effect to get it to work perfectly, all of the time, smooth as glass. Again, a lot of the graphics of that game look amazing when they have depth, because your brain automatically fills in details that aren't really in the low detail graphics.

    Why did I quit? Time, and the fact that Nvidia basically abandoned stereo 3d for a while. My 8800GT did not work at all for a long time. Stereo 3d IS worth it, but it requires heavy driver support or it doesn't work.

    Also, I never could eliminate "ghosting". That is where the images from one eye leak into the other. One game in particular, a horror game, was AWESOME and VASTLY more scary with depth. The problem was, the dark shadows and flashlights would create various halos on the screen from ghosting which was very unrealistic and distracting.

    Ghosting is inherent to shutter glasses. The only 3d tech that completely eliminates it is a headset with a separate display for each eye. However, no affordable, high resolution headsets are available on the market today. (and when I say affordable, I mean for any reasonable price. You cannot get a high resolution head mounted display for even $2000)

    1. Re:I've played it all by Aladrin · · Score: 1

      When they abandoned the 3D support is when I stopped caring about 3D from nVidia. If it's not there when I want it, what good is it?

      As for this new offering, 'for the masses' is an asinine thing to say. The $200 glasses are as expensive as ever (if not moreso) and the special monitor needed to go with them is hardly going to be a cheap one.

      --
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    2. Re:I've played it all by Anonymous Coward · · Score: 0

      Ghosting is inherent to shutter glasses. The only 3d tech that completely eliminates it is a headset with a separate display for each eye. However, no affordable, high resolution headsets are available on the market today. (and when I say affordable, I mean for any reasonable price. You cannot get a high resolution head mounted display for even $2000)

      Using an OLED display might help, since OLED has effectively no persistence at all. Then you only have the persistence of the shutters in the glasses. Reducing the "open" time would improve things here, and you could get your OLED display pretty bright to compensate.

      I can see the deeper blacks helping subjectively too, since seperate objects in front of a block background would seem more seperate.

    3. Re:I've played it all by ShooterNeo · · Score: 1

      Yeah, that would also help. Or, there are post processing algorithms that reduce ghosting in commerical applications. But, ultimately, the only way to get it PERFECT is to use a headset with separate displays for each eye. Like, a horror game with a flashlight and good headphones could really be a heart pounding experience.

    4. Re:I've played it all by Anonymous Coward · · Score: 0

      Pics or it didn't happen...

    5. Re:I've played it all by Garganus · · Score: 1

      wow. wii remote controlling your flashlight in a legit-3D horror game. *wets self*

  31. Re: Peripheral vision is important. 3D is not. by Failed+Physicist · · Score: 1

    First thing I thought when seeing the article is, 'As soon as I buy myself those glasses, I'll also buy a wii remote; might as well go all the way.'

    I'd combine this (http://www.youtube.com/watch?v=Jd3-eiid-Uw) with the glasses.

  32. Re:And for those of us without 20/20 vision? by fprintf · · Score: 1

    And you're Mary Tyler Moore...

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  33. Other uses besides gaming? by PolygamousRanchKid+ · · Score: 1

    I'm not a gamer, so I immediately began to think of other 3D exploration uses:

    • Flying around Mount Everest
    • Flying through Manhattan
    • Flying over the Hawaiian Islands

    But I *didn't* think of porn. I should go see a doctor, there must be something wrong with me.

    --
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    1. Re:Other uses besides gaming? by Logical+Zebra · · Score: 0

      Google Earth with stereoscopic imaging would TOTALLY kick ass.

      --
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    2. Re:Other uses besides gaming? by DahGhostfacedFiddlah · · Score: 1

      But I *didn't* think of porn. I should go see a doctor, there must be something wrong with me.

      Hmm - do a quick check between your legs and see if you have a vagina. If so, that's perfectly normal.

      .....and maybe, if it's not too much trouble, set up a webcam beforehand?

  34. I had these about 10 years ago by bsmoor01 · · Score: 1

    And they gave me terrible headaches. Playing Descent in real 3d was pretty durned cool, though. Too bad 15 minutes of play left me hurting pretty badly.

    I'm guessing the old ones probably shuttered at 60Hz. I'm doubtful that the 120Hz rate solves the issues. I bet it still looks a bit flickery, because I know I can't look at a 60Hz display without eye strain and headaches. They'll need to hit 150 Hz before it really looks smooth.

    1. Re:I had these about 10 years ago by Anonymous Coward · · Score: 0

      So, you cant use a LCD display (which usually display at 60hz) without eye strain and headaches? Must be a hassle having to find CRTs or high speed LCDs to work with...

    2. Re:I had these about 10 years ago by bsmoor01 · · Score: 1

      Yeah, I was assuming CRT. CRT refreshes below 75Hz really bug me. LCD refreshes are quite different than CRT. There's no fade on the individual pixels like there are on phosphors.

      More info: http://en.wikipedia.org/wiki/Refresh_rate#Liquid_crystal_displays

  35. other uses than gaming by dmbasso · · Score: 1

    I, for one, can't wait to use it with Blender. That will surely help in 3D modeling. Finally we'll have a 3D cursor that is really 3D! :)

    --
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  36. Re:And for those of us without 20/20 vision? by Andy+Dodd · · Score: 1

    At least older generations of these glasses (as others have said, lower refresh rate versions were available with even the original GeForce, many were bundled by Asus) fit just fine over glasses.

    --
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  37. About time... More than 20 years after the Atari. by GuerreroDelInterfaz · · Score: 1

          I still have around the StereoTek LCD shutter glasses that I used with a lowly Atari ST during the second half of the 80's. Maybe I can adapt them for the PC ;-)

          It's about time.

    --
    El Guerrero del Interfaz

  38. Re:New? Captain Eo!!! by polyomninym · · Score: 1

    I totally agree with what you have to say about manufacturers getting together to make this kind of thing really work right. When I was 12, I was completely blown away by Disney's Captain Eo. If you saw it, then you know exactly what I mean. Crisp, dare I say, close to perfect 3D. I was literally reaching out at the end of the movie to touch that furry guy. I'd love to have that experience again. Cheers.

  39. They always do. by radarsat1 · · Score: 2, Insightful

    Why did I quit? Time, and the fact that Nvidia basically abandoned stereo 3d for a while.

    That's the problem. They always do. 3D glasses have been in and out of favour with manufacturers for years and years. They keep trying it, and then giving up. Maybe it's just too invasive to require people to use special glasses, but for whatever reason it never seems to catch on.

    I remember that the Sega system had 3D glasses. I think there were about 2 games for them. I even bought (and still have) a pair for my Amiga computer. I literally only ever used them with the demo game that came with them. Nothing else was available, as far as I could tell.

    Even earlier, stereoscopic movies were made in the 50's. It also turned out to be nothing but a passing fad.

    I think stereoscopic vision adds a really cool level of detail to the 3D experience. Combine it with head tracking for *truly* impressive results. But unless the industry gets its act together and actually produces games and applications that use them, this technology will forever be doomed to last about a week and then disappear.

    Maybe this time around it will be different: At least at this point we have many more games and applications that are actually rendered in 3D, which is a significant difference from the state of computing circa 1995. And the level of detail and realism in 3D rendering has increased dramatically. We also have operating systems that fully utilize 3D technology for day-to-day interaction, which might have interesting uses for depth perception.

    Also, from a consumer point of view the glasses themselves seem to be quite a bit more stylish and less bulky, which should help quite a bit.

    For those who say these will induce headaches: when I had the old glasses for the Amiga they refreshed at 30 Hz, alternating with the interlaced scanlines of the monitor display. Heck even just staring at a 30 Hz monitor without glasses will give you a headache. If these really update at 120 Hz, I don't think headaches will be a problem.

  40. Re:Nothing new by Anonymous Coward · · Score: 0
    Yet another retarded "nothing new" post. Guaranteed to be found in any thread about an announced product.

    From TFA

    Active glasses for stereo 3D viewing are not a technology created by NVIDIA and in fact they have been around for some time as well. However, the quality of the glasses and the user experience has been low due to low frame rates (30 Hz to each eye usually) and bulky hardware. The GeForce 3D Vision product plans on breaking that mold by using 120 Hz displays (60 Hz to each eye) and much improved hardware.

  41. RTFA - these are shutter glasses for displays by billstewart · · Score: 4, Informative

    These aren't the kind of video glasses that display the image right in front of each eye - these are shutter glasses that alternately black out the left and right sides, synchronized with your monitor that's alternately showing right and left images.

    So if you're walking around instead of looking at your monitor, unless the real world is blinking on and off in sync with your glasses, it'll just look a little dimmer. And if the real world *is* blinking on and off in sync with your glasses, you've found Owsley's Secret Lost Acid Stash... let me help you with that :-)

    (My first question when reading the headline about new 3D glasses was to wonder what resolution they are, since I'm not happy reading text at less than 800x600, and most gamer glasses have been 640x200 or less, , but of course they don't work for that either, so no gargoyle mode for me yet.)

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    1. Re:RTFA - these are shutter glasses for displays by VanessaE · · Score: 1

      If they're true shutter glasses, then by extension they are resolution-independent - all they do is switch eyes rapidly. You see whatever your monitor displays, at whatever level of detail it and your software are set for.

  42. Alphablending? by Spykk · · Score: 1

    A common way to render alpha blended (translucent) objects is to first render everything that is not alpha blended, then turn off the depth buffer and render the alpha blended objects in order of furthest from the camera to closest. This is necessary to keep an object you can see through from occluding objects that are behind it. How does their software account for these objects that were rendered without any depth information?

  43. I stopped reading... by doti · · Score: 1

    ...at "DirectX".

    --
    factor 966971: 966971
  44. Video software by sweetser · · Score: 1

    Is it possible to make videos to show on all this hardware? I also did not see anything about what OS was required. "Gaming" often implies PCs.

    --
    Working on new views of old physics at http://VisualPhysics.org
  45. Duke Nukem Forever? by mcgrew · · Score: 4, Interesting

    I may be responsible for the fact that Duke Nukem 4ever has yet to be released.

    A year or three (a long time ago, I don't remember exactly when) after Duke Nukem 3-D came out, there was a gaming discussion site called Planet Crap. It was a low visibility site, and most of the folks who posted there tried to keep it that way, not mentioning or linking it on their own sites.

    It was a site shared by gamers, game webmasters (who were of course all gamers), and industry insiders. Warren Marshall posted there (he was a pirate in his college days, which is why he fears pirates so badly), as did several of his artists and programmers. People from ID posted there, and Charles Broussard and his people posted there as well.

    There was a discussion one day, I don't remember the topic, but Mr. broussard was posting. I wondered out loud why Duke Nukem 3-D was not really 3-D at all, but 2-D perspective. Charles said something to the effect of "we don't yet have holographic displays". I mentioned stereoscopic viewing and suggested red/green glasses.

    Duke Nukem 4ever became more and more a joke as time went by, but I've always wondered if they were working on a true 3-D game. These glasses in TFA would do the trick far better than the red/green glasses.

    I also wonder when we're going to have truly holographic displays? All one would need would be a high enough resolution LCD, with instead of a white backlight, a mirrored back and a laser frontlight. It would be monochromatic, but I think you could work it out with three lasers each firing in turn and tied to display different diffraction patters so that it could be true color, true 3-D. It would be more than stereoscopic viewing as these glasses are, but true 3-D, so you could actually see around the displayed objects by moving your head (if you've ever seen a real hologram you know what I mean).

    1. Re:Duke Nukem Forever? by Greg2k · · Score: 1

      Funny you mention Duke Nukem 3D, because I remember playing it about 7 years ago with Red-Blue glasses. There was this huge modding community for DN3D that, among other things, designed this custom display mode which allowed you to play DN3D at 320x200 using these glasses. I didn't have a pair at the time so it seemed rather odd playing in this mode, but I'm sure it was really awesome at the time, despite the piss-poor resolution.

    2. Re:Duke Nukem Forever? by Anonymous Coward · · Score: 0

      The trouble with your plan for holographic displays is this: every pixel would have to show about half of the image for each frame, or the pixels would have to be considerably smaller than the wavelength of the laser light (0.5um).

    3. Re:Duke Nukem Forever? by Mr2001 · · Score: 1

      I also wonder when we're going to have truly holographic displays? All one would need would be a high enough resolution LCD, with instead of a white backlight, a mirrored back and a laser frontlight.

      Unfortunately, "high enough resolution" would be something like 250,000 DPI.

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  46. They're channeling Jobs. by argent · · Score: 1

    If I want to run OS X on my "Beige G4" because it's got a better video card than a Mac mini, or run 3d at 85 Hz because that's what my monitor can handle, that should be on me.

  47. 3-D pron? by Anonymous Coward · · Score: 0

    This good either be really, really good for porn, or really, really bad.

  48. 3D hardware programming specifications?? by GNUPublicLicense · · Score: 1

    Does those fantastic 3D glasses come with 3D hardware programming specifications? >:D

  49. FreeCiv? by Luyseyal · · Score: 1

    So, will this enhance my FreeCiv experience?
    -l

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  50. Re:And for those of us without 20/20 vision? by a+whoabot · · Score: 1

    Perhaps in the future they will make such 3D glasses with your prescribed dioptres for the lenses.

  51. Re:And for those of us without 20/20 vision? by Reapy · · Score: 2, Informative

    Gamespot has an article on these 3d glasses as well. One of the screenshots shows the 3d lenses fitting over a pair of standard eye glasses, so unless you have giant coke bottle glasses, you should be good to go.

  52. Re: Peripheral vision is important. 3D is not. by Anonymous Coward · · Score: 0

    The problem with head tracking is that when I look to my right or my left, I don't see my monitor anymore.

  53. Re: Not 120Hz input @1920x1080 for DLP. by tetsu96 · · Score: 1
    From TFA:

    The magic behind keeping the full resolution image lies with the TI SmoothPicture technology that uses the mirror array and optical actuator of a DLP display system to slightly modify the left and right channel frames and then optically offset the grid pattern created in the above diagram. With the high switching speed of the mirrors of the DLP technology all of the original pixels in the image can be displayed with a 8ms field time and thus allowing the display to show 60 effective frames in under a second (8ms x 120 = 960 ms). An added benefit of this offset and displacement method that the DLP technology uses is that the images on the screen are somewhat softened thus lessening edge artifact. Oh, and also, you can get DLPs in sizes up to 73-in; who doesnâ(TM)t want to take on the zombies with that kind of screen?

    So DLPs are effectively interlacing pixels instead of scanlines and using an actuator to achieve full resolution. The DLP chip is really outputting 960x1080P / 120Hz, but interlaced together to produce the image at 1920x1080 / 60Hz. The difference of 3D of course is the way each 2 frames interlace (part of same image or split in the way 3D would be).

  54. Product tie-in scam... by GameMaster · · Score: 2, Interesting

    I've had this question since the tech was shown last year. Can you choose to run this on older displays? Some people still have older 120hz+ capable CRTs that should work just fine. Other people, like myself, have never had a problem with eyestrain on low refresh monitors and would like to try it on their existing monitors. Mine is a brand new 28" LCD with ~85hz max refresh. I have no intention of spending more money on a new monitor after having just purchased one, especially not a monitor significantly smaller than what I have now.

    The article, however, suggests that the drivers are designed to check for (not just the 120hz capability) but for specific models of monitor that are "approved" by Nvidia. What I think is going on here is very similar to what happened when they released their first Stereo 3d drivers for Vista and I consider it a product tie-in scam as well as poor treatment of their customers.

    Nvidia sold people on the 3d shutter glasses tech years ago. When CRTs died and the first generation of LCDs couldn't handle decent refresh rates Nvidia dropped support for the drivers. They didn't do it in a classy way, they just stopped talking about it and left their customers hanging. They never made it clear that they weren't going to update them and when rumors spread about stereo support being planned for the 8800 series people bought the new cards expecting the drivers that never came. Again, Nvidia kept quiet.

    When news of the upcoming Vista stereo drivers started leaking, with what seemed to be tacit confirmation from Nvidia, people that had spent money on the hardware were excited. They were in for a rude awakening when it turned out that Nvidia had gone as far as to remove support for any stereo hardware they had pushed in the past and tried to require specific models of 3D monitors sold by their business partners. Basically, my understanding is, they had screwed over their past and present customers by handy-capping their drivers in exchange for payment from the monitor company. Here is a company that wants us to buy their video card (and now their shutter glasses) but is also trying to force us to throw out our present monitors, whether we need to or not, before we are allowed to use their 3d features and the only real justification is an artificial software block they put there themselves.

    This is what I think is happening here again. I think they've probably made a deal with the monitor/projector manufacturers to be paid for the "Nvidia Approved" status which is why only two displays are allowed regardless of all the older CRTs still existing that match their supposed justification of high refresh rate. I'm smart enough to understand that it took extra work to go out of their way to take the power to decide for myself away from me. Nvidia needs to remember who their actual customers are and stop treating them as an afterthought. They're already on shaky ground with their present generation of cards competing poorly against ATI for price/performance. I, certainly, don't need Nvidia trying to force a Mitsubishi (or any other specific company's) monitor down my throat before I'm able to use a Nvidia product).

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    1. Re:Product tie-in scam... by Anonymous Coward · · Score: 0

      That's all well and good.

      So who are the competitors? Where do we go for a similar effect and game support, so we can shaft the evil nvidia?

  55. Just to Clarify, 120Hz != 120 FPS by LUH+3418 · · Score: 2, Insightful

    Someone said NVIDIA is making a winning bet, because video cards will now need to deliver much higher frame rates, and thus the specs required to play games comfortably will be even higher. This is true.

    However, 120 Hz doesn't mean you need your game to render at 120 FPS. It simply means you need to be able to display 120 images per second (60 per eye per second). Most likely, the implementation will involve using two frame buffers in the video card instead of one. The video card will render one frame for each eye, at whatever pace it can sustain. This rendering process will be decoupled from the display subsystem, which will simply have to switch to display the proper image for each eye at the right time. If the video card can't render at 120 FPS, then the video card can simply alternate between the same pair of left-right images until a new pair of images is done rendering.

    Anyways, this is just speculation, but obviously, while 120 FPS is hard to maintain constantly on modern games, 60+ FPS will be more feasible. Some people might also be willing to reduce their display resolution so they can get a good enough frame rate for 3D play to be comfortable.

  56. Pair it with a light pistol by Anonymous Coward · · Score: 0

    Or not.

    1. Because mapping the z-buffer to eye depth will make a lousy experience because all UI overlay panels and info bars (which is right in front of your nose) will make you loose in-game focus.

    2. API support i DirectX has existed for 8 years. Didn't help.

    3. Frame rate cut in half. Most people would prefere 2x framerate or higher resolution instead. Most games would not be playable at all with 3D goggles on modest hardware. Crysis isn't playable with 3D goggles. Period.

    4. 3D goggles will always be a hack. Will not be compatible with light pistol and other rare features. Compatible with XP/Linux compatible? No. DRM-compatible? No.

  57. simulate 3d for those with only one eye? by Anonymous Coward · · Score: 0

    Does anyone know whether there is anyway at all to simulate 3d for those with only one eye?

    1. Re:simulate 3d for those with only one eye? by Axess+Denyd · · Score: 1

      Yes, we call it parallax.

      I have two eyes, but no stereo depth perception because they focus on very different points (even with a prism in my glasses my brain refuses to let them form one image, see "horror fusionis").

      Stereoscopic vision is not the most important part of perceiving distance, objects that are further away seem smaller, objects close to you pass in front of objects further away (observe birds with no overlap in field of vision bobbing their heads to get an idea of distance).

      We already simulate single eye 3d pretty effectively, minus focusing.

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    2. Re:simulate 3d for those with only one eye? by Ascoo · · Score: 1

      There are numerous monocular depth cues available, but you won't "see" in 3D; you'll just know you're viewing a 3D world. The answer to you question depends on what exactly you're referring to by "simulate 3d."

      If it's just depth perception, then.. you can use motion parallax, occlusion, kinetic depth perception (when objects change size, while your viewpoint remains fixed), perspective lines, spatial frequency/texture gradients, etc..

  58. this is going to get ugly by blackoutdustin · · Score: 2, Funny

    because i am going to hook a gyroscope up to these glasses and interface them with my mouse. and then i am going to put myself in a hampster ball setup, also connected to my mouse/movement interface. ...and then i'm going to buy a Fleshlight...

  59. Re:And for those of us without 20/20 vision? by Vlado · · Score: 1

    Actually nope.
    They were made very much in mind with people with glasses as they have ample space for prescriptions underneath.

  60. No Glasses Required by bill_mcgonigle · · Score: 1

    The only 3d tech that completely eliminates it is a headset with a separate display for each eye.

    There's also the kind that tracks the user's head location and renders the display based on position, like Johnny Lee's work.

    My guess is a monitor-mounted webcam with software eye tracking gets rid of all the required hardware.

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  61. Not just that by Moryath · · Score: 5, Informative

    Nvidia fucked over the consumer with these.

    I've had a pair of shutter glasses (as have a hell of a lot of other people) for years. For years, I was a fan of Nvidia because they included shutter support in an add-on driver release. I played Portal with my original-series VRStandard glasses and it was AMAZING.

    Six months ago, Nvidia entered into a monetary partnership with people who make some shitty, half-assed "3d compatible" lcd monitors. All of a sudden, the latest version of the add-on driver (a) is Vista-Only (fucking bullshit) and (b) dropped support for anything but anaglyph, these "3d compatible lcd monitors", or "official Nvidia shutter glasses."

    I'm not about to infect my computer with the Vista Virus to have this, much less have to go spend money on buying more new hardware that, internally, is exactly the fucking same as I already own except for having the monitor-sync bit use a different one of the 14 VGA pins to hide its left/right signal.

    Fuck Nvidia till they start putting the consumer first again. And if they don't fix this and give us back the driver support, then I won't buy their cards anymore.

    1. Re:Not just that by steveaustin1971 · · Score: 1

      Its because of directx 10.

    2. Re:Not just that by GameMaster · · Score: 1

      It has nothingto do with DirectX10. They stopped updating their drivers before Vista even came out. This about them stabbing their customers in the back in exchange for a kick-back from a few vendors.

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      #2 - If the DM is wrong, see rule #1
    3. Re:Not just that by KingSkippus · · Score: 1

      the latest version of the add-on driver (a) is Vista-Only [blah, blah, blah]...

      No need to read further. Actually sounds cool, but they just lost me. I'm not running Vista, that's a gamebreaker. (Literally. Shit don't work.)

    4. Re:Not just that by Chatsubo · · Score: 2, Interesting

      They couldn't have fucked this up better if they tried. I am outraged by the whole thing.

      First they patently drop support for a perfectly good (I ran it with a 100Hz CRT), cheap 3D solution, very blatantly doing everything they can to kill 3D. Then they get to a point where you have to buy their buddies' high-priced 3D LCD monitors. Now they're making their own hugely expensive solution, once again forcing you to go out and buy a special special LCD when most old CRT's are more than up to the job. That doesn't smell like a rat?

      And the old support that they already had, that already worked, is still MIA. They're not trying to bring 3D mainstream. I refuse to believe it. Mainstream means cheap. Not "you have to go buy the most expensive LCD you can find".

      There's nothing new or great about their solution. What they're doing sucks balls and they know it.

      --
      > no, yes, maybe (tagging beta)
    5. Re:Not just that by Sproggit · · Score: 1

      Bitter much???

  62. Re:And for those of us without 20/20 vision? by Anonymous Coward · · Score: 0

    it could likely be coded in to account for a given persons vision, like to distort it so that it would appear correct to you, probably just a few lines of code at that

  63. Further taking RTFA apart by Moryath · · Score: 4, Informative

    This isn't a "review", this is a paid-for advert disguised as one.

    A few examples:
    Active glasses for stereo 3D viewing are not a technology created by NVIDIA and in fact they have been around for some time as well. However, the quality of the glasses and the user experience has been low due to low frame rates (30 Hz to each eye usually) and bulky hardware.

    Reality: Existing glasses solutions (from companies like EDimensional and preceding them, VRStandard) are just as slim as the NVidia offering and run at the same framerate (100-120 Hz).

    As of today, NVIDIA's 3D technology will work with only two types of displays: true 120 Hz LCD monitors and 3D-Ready DLP projection televisions.

    That's only because Nvidia has a monetary interest in forcing people to buy new hardware; the old glasses solutions worked just fine with true 120-Hz monitors, DLP projection TV's, and even standard CRT monitors until recently when Nvidia deliberately broke the drivers and made 3D-support only available on Windows Vista.

    I feel it is also important to realize that while the 3D effects we are seeing today are really cool and well worth the investment of $199,

    A pair of EDimensional glasses six months ago ran you $60-80 depending on where you bought them, and were exactly the same technology inside; all NVidia's done is changed which pin they're hiding the monitor/glasses sync signal in on the video cable. Charging $200 is fucking highway robbery and they know it.

    It's a pity that "PC Perspective" ran a shitty, paid-for "review" and are trying to fool everyone. I call Scam because I see one.

    1. Re:Further taking RTFA apart by Kral_Blbec · · Score: 1

      then just use the old drivers....

    2. Re:Further taking RTFA apart by Moryath · · Score: 2, Insightful

      The old drivers are tagged to only work with their accompanying driver version. When they went to the 170 driver series, they screwed us over.

      You can't run the base 170 driver series with the 160-series stereo support driver, and newer games are going to require the 170 driver series. Functionally, people who've bought Nvidia for years and been loyal customers are being cynically dicked over.

    3. Re:Further taking RTFA apart by GigaplexNZ · · Score: 2, Interesting

      I still run 94.24 drivers on XP due to dual screen corruption introduced in later drivers. Not a single game has refused to run on the older drivers, only a couple complain with a recommendation to upgrade but work fine anyway. You will be fine with the 160-series drivers for a while.

    4. Re:Further taking RTFA apart by Moryath · · Score: 1

      City of Heroes: massive texture fail on anything preceding 170 drivers, unless you disable almost all features and set texture size to smallest.

      Crysis: you've got to be kidding

      Bioshock: same deal, massive texture fail below 170 drivers.

      I could go on, but I trust I've made my point. And it'll only get worse as the next round of games come out.

    5. Re:Further taking RTFA apart by GigaplexNZ · · Score: 1

      Crysis ad Bioshock worked fine on my 7600GS, although I had to turn the graphics down to get a playable framerate. I've never tried City of Heroes. Changing drivers didn't make a difference for me. YMMV.

  64. Perhaps also good for headtracking by Mahler · · Score: 1

    Well actually, because these NVIDIA glasses are already using an infrared connection to synchronize the shutter glasses with the monitor, you could also implement the head tracking solution as demonstrated by Johnny Chung Lee with the Wii-remote

    If you were living under a rock around 2 years ago, for more information visit his website

  65. 3D Desktop by Doc+Ruby · · Score: 1

    I'd like my regular GNOME desktop and its windows to be displayed with a real Z-buffer, with windows behind windows. These glasses should do something like that without much development work.

    I'd also like to see these glasses coupled with a camera that recognizes real objects in view and displays annotations overlaid on them. That's harder, but still not too hard.

    If these glasses could squeeze most of 1600x1200 into just the foveal central focus of vision , with lower rez for the majority of the view that is peripheral vision, we might get extremely high rez 3D displays without the higher manufacturing and bandwidth costs of high rez in the entire field. That's possible with 3D glasses, even though it's not for single field displays like monitors.

    I'm hoping these glasses are trivial enough to use for everyone, and cheap enough to make, that they finally jump the watershed into a whole new era of display features. Because the old ones are getting boring. And not just for gamers.

    --

    --
    make install -not war

  66. For the masses? by ozbird · · Score: 1

    The GeForce 3D Vision technology utilizes active shutter glasses and a 120 Hz display (either 120 Hz LCD or 3D-Ready DLP TVs) ...

    Which "masses" would these be? Mr and Mrs. Neutrino?

  67. integrated head tracking please ! by Latinhypercube · · Score: 0

    Get back to me when then have incorporated head tracking (which is already possible with a webcam). A GREAT example :- http://www.youtube.com/watch?v=Jd3-eiid-Uw (Johnny Chung Lee) Head tracking plus this 3d depth technology would be amazing. Throw in Touchscreen and you have something really out there.

  68. Re:And for those of us without 20/20 vision? by endymion.nz · · Score: 1

    Why don't you put your normal glasses over the 3D glasses then. They would still work.

    --
    mediocrity rules, man
  69. Affordable 3d Headset: VR920 by flashmorbid · · Score: 1

    The only 3d tech that completely eliminates it is a headset with a separate display for each eye. However, no affordable, high resolution headsets are available on the market today. (and when I say affordable, I mean for any reasonable price. You cannot get a high resolution head mounted display for even $2000)

    http://www.vr920.com/iwear/products_vr920.html $400 retail price (you can find them for S300 on eBay) and you get a 640x480 60hz display for each eye. Not quite Hi res but reviews seem to imply that you can't really tell, with a display for each eyeball.

    --
    "Civilization is all about beating the environment into forms that suit us better." - John Carmack
    1. Re:Affordable 3d Headset: VR920 by ShooterNeo · · Score: 1

      You can tell. Also, the field of view is tiny. 640x480 is flat out unacceptable. The minimum I would use would be 1280x720.

  70. Acommodation-convergence rivalry by VeryLargeNumber · · Score: 0

    No. The ability to focus at different distances (accommodation depth cue) works only for short distances... maybe max 1 meter (3 feet) if you have 20/20 vision.

    Indeed, there is the problem you are referring to. It is called convergence-accommodation rivalry and is caused by the following - your vision uses feedback, and if your eyes converge to certain point the lens of the eye automatically gets focused on that distance. So if the disparity in the eyes suggests an object is being 20cm in front of your nose, your eye lens will auto-focus to that distance. As the object is really projected on the display (1 meter away) it will look out of focus.

    This problem can be solved by making the display extra bright. Your pupil contracts, the depth-of-field enlarges, and scene is all in focus regardless of the perceived disparity.

    Furthermore, this rivalry will affect only objects that attempt to come "out of the screen". The "depth information stored in the directX buffer" rarely has objects in front of the screen, most of the game scenery will exist at different depths INSIDE of the display. No c-a rivalry there.

  71. Cyclopean vision by VeryLargeNumber · · Score: 0

    The human vision has the ability fuse a single image out of different retinal projections in each eye. (Foundations of Cyclopean Vision, Blea Julez, 1971) You don't really see double images behind your point of attention (point of focus != point of attention).

    Instead of using "jumping cross-hair" to aim at enemies, do what Chuck Norris would do. Close one eye.

    1. Re:Cyclopean vision by Chyeld · · Score: 1

      Chuck Norris doesn't need cross hairs. He spits the bullet and if the target knows what's good for it, it makes sure it's in the path. If it doesn't, well Chuck has more painfull methods of ensuring a "one shot, one kill" ratio.

  72. temporal vs. spatial multiplexing by VeryLargeNumber · · Score: 0

    Simply turn on the 3D effect, put on a pair of stylish shades with mismatched lenses, and BAMMO! Instant 3D.

    ...and BAMMO!, loose half the resolution in each eye.

    1. Re:temporal vs. spatial multiplexing by AKAImBatman · · Score: 1

      ...and BAMMO!, loose half the resolution in each eye.

      Not necessarily. The monitor can have twice the vertical resolution with pixels that are twice as wide as tall. For non-3D viewing, each scanline is doubled. This would give the same resolution as your average monitor. But when viewing 3D, each pixel would show the stereoscopic information for that scanline.

  73. how about a z-plane dial? by Anonymous Coward · · Score: 0

    In your article you mentioned that the depth was from the plane of the screen backward. Seems that you could have a dial to adjust the virtual plane outward from the screen and get the image to move forward of the screen. It would still be the same information.

  74. Re:Porn? by VeryLargeNumber · · Score: 0

    Just think of the embarrassment to be caught wanking with wearing some weird glasses connected to your computer.

  75. 3d Glasses by Anonymous Coward · · Score: 0

    Ive had the edimensional glasses for ages, also thankfully i had a monitor that does 120hz. The only problem i had was that it only really works with a couple of games (best ones were ghost recon and morrowind, nearly all the other games had issues with huds or aim sights. Joint Operation for example, it works really well except for the hud and the targetting reticle, since they were only 2d overlays you got 2 aimsights and 2 huds which hurt the eyes to look at, but was fine without them turned on (had to use a black mark on the monitor screen to aim by), and i cant remember a rts game that actually worked properly with them (homeworld was close).

    So unless the games are made specifically with 3d glasses in mind, they will still mostly suck

  76. Nvidia's secret cloning plot by spice+guru · · Score: 1

    Is this how Cory Doctorow reproduces?

  77. old tech... by Brain+Damaged+Bogan · · Score: 1

    I had a pair of these come with my old GeForce 2 (gts deluxe (?) - can't remember all the bloody codenames and digits) and played Theif with them... but all it really succeeded in doing was giving me a headache. perhaps the tech has gotten better, but they just seem to be rehashing tech from 6 years ago

    --
    -- Sex is the antonym of pringles. Once you pop it's time to stop.
  78. Check out the Vuzix iWear VR920 by r3g3x · · Score: 1

    ... However, no affordable, high resolution headsets are available on the market today. (and when I say affordable, I mean for any reasonable price. You cannot get a high resolution head mounted display for even $2000)

    Depends on what you consider to be 'high-resolution' for a head mounted display. The Vuzix iWear VR920 boasts dual 640x480 displays and 3DOF head tracking for $400 US. Add a Wiimote to the mix and you can get 6DOF head tracking for $450 + some time getting it all to work together. That's not to shabby when compared to the $2000+ pro-headsets or say a $15,000+ tactical HUD visor :)

    1. Re:Check out the Vuzix iWear VR920 by ShooterNeo · · Score: 1

      Do you consider that high resolution?

      Even my crappiest stereo3d rig was 1600x1200.

    2. Re:Check out the Vuzix iWear VR920 by r3g3x · · Score: 1

      Even my crappiest stereo3d rig was 1600x1200.

      I'm assuming you are referring to a monitor/shutter glasses type system. That's an inaccurate comparison with a head-mounted display. You have to remember that the screen is < 2in. away from your eyes. Most of the entry-level 'pro' stereo head-mounted displays ($5000+) don't get over 1024x768, so $500 for 640x480 really isn't that bad.

      I think the motion tracking adds more to the experience than absolute resolution. Your mind can fill in the visual blanks with a little imagination. It can't make up for the lack of basic orientation tracking, parallax effects, and changes in sound with head position. You can add basic head tracking/parallax to a crt/glasses system but the tracking is heavily constrained by the user having to face the monitor. If you want to look skywards you have to adjust your avatar's view with the mouse/keyboard vs just looking up to see above you. This constrained tracking really isn't useful for anything more than simple parallax effects.

      My interest in head-mounted displays is for exploring 3d data visualizations and for performing experiments. I can see how 640x480 might be a disappointment for a gamer, but it would work just fine for my uses... Although 640x480 sounds really low it doesn't look that bad. If you render at a higher resolution and scale/filter to 640x480 the results can look quite nice

    3. Re:Check out the Vuzix iWear VR920 by ShooterNeo · · Score: 1

      You know, you may have a point. Two 640x480 displays do give the brain more to work with. I don't see how rendering at a higher resoltion is necessary, though...I thought anti-aliasing basically gives you all the benefits of that without the drawbacks. Also, Crysis would probably run great in 640x480 stereoscopic!

    4. Re:Check out the Vuzix iWear VR920 by r3g3x · · Score: 1

      [...]I don't see how rendering at a higher resoltion is necessary, though...I thought anti-aliasing basically gives you all the benefits of that without the drawbacks. [...]

      That is how a supersampling anti-alias filter works. The initial image is generated at a higher resolution (usually power of two) and then filtered to the desired target res.

      All this is usually done automagically by the 3D graphics card, but some of the data I'll be viewing won't get rendered directly by the card. I see it as an opportunity to write my own AA filter that cross-samples the stereo images and balances the AA effect between the two views (sometimes allowing a higher frequency signal on one-side and letting the brain interpolate between the eyes). I'm hoping the result will be a sharper overall anti-aliased *stereo* image.

  79. 120 Hz by flyonthewall · · Score: 1

    Sure,

    I and a multitude of others will be replacing all our monitors with more expensive models just to accommodate an expensive toy.

    This will suffer the same fate as countless other niche devices.

    --
    "The avalanche has already started. It's too late for the pebbles to vote." - Kosh
  80. Re:And for those of us without 20/20 vision? by Anonymous Coward · · Score: 0

    It won't help the 10-15% of the population who are incapable of seeing in 3D (and lots of them don't even know it!).

  81. expensive new LCD, or old CRT? by quenda · · Score: 1

    Hmmm... If I want 120Hz, I think I'll dig my old faithful Trinitron CRT out of the shed (if I can still lift it).

  82. Re:And for those of us without 20/20 vision? by Ascoo · · Score: 1

    FTA:

    The nose bridge pieces seen in this photo can be installed on the glasses and vary the height at which the glasses sit on your face. If you use standard glasses on a normal basis these bridges will allow you to use the NVIDIA 3D Vision glasses over them.

    Glass wearers should be fine..

  83. FPS intrinsicly linked to Hz by CarpetShark · · Score: 1

    Display Hz is independent of fps.

    Actually, it's not. Most systems synchronize the two, so you don't get flicker (monitor refresh) during refreshes of the video buffer (FPS). Otherwise, the result can be a bit like driving past railings, looking at something behind them. I'm not sure it's an issue for LCDs, but on standard CRTs and TVs (mainly consoles these days), it's a definite issue, and only bad game designs don't use sync. It's quite strange that PC gamers have accepted increasing FPS beyond their monitor refresh as a good thing.

  84. Re:Porn? by tehcyder · · Score: 1

    Just think of the embarrassment to be caught wanking with wearing some weird glasses connected to your computer.

    I'm not sure the glasses are the thing you need to be most worried about in this sort of situation.

    --
    To have a right to do a thing is not at all the same as to be right in doing it
  85. Re:And for those of us without 20/20 vision? by Jarik_Tentsu · · Score: 1

    Seems like those glasses would not fit over mine. So I guess this product is going purely for the good vision and contact lens market?

    I hate that attitude.

    People can't cater everything for everyone. You cater for the majority, or a particular demographic(s). Financially, and practically, that is right.

    I don't mean to sound offensive, but I'm sick of people with some sort of disability bitching and moaning when products are introduced that cannot suit their (relatively) unique needs. Now I'm not saying that no one should not *care* about people who need glasses, or to more extremes, people who are blind and whatnot....but when a product is made with these things catered for, it's a good thing - it shouldn't be an *expected* thing. Especially not for something as novelty or low-volume selling as a pair of 3D glasses. I can understand if it's something necessary to living - like public infrastructure, or even to some extent commonly used products, but a piece of entertainment? Is catering for those needs worth the money spent into the design, for the extra products sold?

    ~Jarik

  86. OT except for Nvidia poor treatment. by Anonymous Coward · · Score: 0

    I bought a $600 "guaranteed" HDCP compliant nVidia card, and a $900 HCDP compliant television so I could watch BluRays and HDDVDs on my comp. What I ended up with was an overscanned video scaling my 1080p signal to (approximately) 2160x1200 (and cutting off the edges). After months of ignoring angry, angry customers, nVidia finally "fixed" the problem. One can now fix ones overscan issue using their "Utility" (and hunting for the exact set of drivers of course, you may install 5 sets of nVidia drivers before you can resize your desktop). Of course this falls outside the bounds of HDCP compliance. I will probably never buy another nVidia card. I may be negged for saying this, but I guess nVidia sucks maybe (not as far as technical capabilities go, obviously, simply as a company; a good and/or service provider). Obviously off topic, but I wanted to reiterate the above's statement of poor treatment of customers. I'll probably never buy another nVidia Card again.

  87. Re:And for those of us without 20/20 vision? by astrodoom · · Score: 1

    Actually I agree with your sentiment. The main reason I would say this is different is because the majority of gamers I know wear glasses. Now, obviously I don't mean this to be any sort of claim that everyone does. It just seems that in my experience a large percentage of gamers do and it could be a serious defect if they didn't take that into account. As for it being a demand for them to cater to my needs. I don't really care, just seems to be an oversight in my opinion to ignore a large percentage of their target group. Seems the makers of the glasses agreed since another comment said that the glasses come with extensions or something to fit over glasses.

  88. Re:And for those of us without 20/20 vision? by Jarik_Tentsu · · Score: 1

    Mmm, fair enough actually.