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The New Difficulties In Making a 3D Game

eldavojohn writes "MSNBC spoke with the senior producer of a new stereoscopic 3D game called Killzone 3 and highlighted problems they are trying to solve with being one of the first FPS 3D games for the PS3. The team ran into serious design problems, like where to put the crosshairs for the players (do they constantly hover in front of your vision?) and what to do with any of the heads-up display components. Aside from the obvious marketing thrown in at the end of the article (in a very familiar way), there is an interesting point raised concerning normalized conventions in all video games and how one ports that to the new stereoscopic 3D model — the same way directors continue to grapple with getting 3D right. Will 3D games be just as gimmicky as most 3D movies? If they are, at least Guerrilla Games is making it possible for the player to easily and quickly switch in and out of stereoscopic 3D while playing."

190 comments

  1. Easy by Anonymous Coward · · Score: 1, Funny

    Make a 4D game then remove one dimension.

    1. Re:Easy by biryokumaru · · Score: 3, Funny

      There's an old joke. An engineer and a mathematician go to a lecture on quantum physics. After, the engineer turns to the mathematician and says:

      "That stuff is so crazy! I just have such a hard time visualizing 11 dimensional space!"

      The mathematician shrugs and says to him:

      "Oh, it's not so hard. Just imagine n-dimensional space and set n equal to 11."

      I figure that's how these computer programmer folks do it.

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    2. Re:Easy by gfody · · Score: 1

      when will we stop calling it 3D? tv/games have been 3D for a while - these new screens are stereoscopic or just stereo seeing as how we don't refer to our stereo speakers as stereophonic

      --

      bite my glorious golden ass.
    3. Re:Easy by Devout_IPUite · · Score: 1

      That is 3D. It allows us to perceive height, width, and depth. That's three dimensions. Yes, stereoscopic is limited to one viewpoint, but the picture is still 3D.

    4. Re:Easy by biryokumaru · · Score: 1

      Stereoscope is 3D as much as Wolfenstein and Doom had 3D level design. We should just call it 2 1/2 D.

      --
      When you're afraid to download music illegally in your own home, then the terrorists have won!
    5. Re:Easy by BobisOnlyBob · · Score: 1

      Actually, that term is often used for games with 3D graphics but 2D gameplay (Smash Bros., Kirby, New Super Mario Bros., LittleBigPlanet) OR for games that have 2D graphics and 3D gameplay (Golden Axe, Streets of Rage, Toejam & Earl).

      In short, "2D" and "3D" aren't great terms alone to describe videogames - there's many ways they can be applied. As it stands, we could end up with a 3D game played in 2D in 3D vision. (Smash Bros. 3D, anyone?)

      http://www.escapistmagazine.com/videos/view/zero-punctuation/892-2-5D-Hoedown

      Yahtzee has a bit of commentary on the stupidity of these changing terms at the start of that video.

    6. Re:Easy by Kaz+Kylheku · · Score: 1

      Some algorithms in graphics do in fact work with 4D "homogeneous" coordinates which are normalized to 3D at some point.
       

    7. Re:Easy by Anonymous Coward · · Score: 0

      The fourth "coordinate", w, is just a common divisor. Imagine you want to divide x by 2.0, y by 4.0 and z by 8.0:

      x /= 2.0
      y /= 4.0
      z /= 8.0

      What you do, is this:

      Then scale the x, y and z:

      x *= 4.0
      y *= 2.0
      z *= 1.0

      Now we are ready for the division:

      w = 8.0
      x /= w;
      y /= w;
      z /= w;

      This might look silly, but it isn't when you can put the scaling of x, y and z into a 4x4 matrix. Then you can do three divisions simultaneously. This is how OpenGL and Direct3D among other things do projection:

      w = 1.0 / w;
      x *= w;
      y *= w;
      z *= w;

  2. If you can turn it off by Quasar1999 · · Score: 0, Flamebait

    If you can turn the feature off, then it is a gimmic.

    When was the last time you could turn 'color' off in a game? 3D is a gimmic, and the fact they offer you the ability to turn it off WHILE playing means it's not required to immerse you in the gameplay.

    --

    ---
    Programming is like sex... Make one mistake and support it the rest of your life.
    1. Re:If you can turn it off by Anonymous Coward · · Score: 4, Insightful

      I can turn off sounds in most games as well. Including a toggle doesn't necessarily make it a gimmick, but rather if it hurts the experience and people prefer playing with 3D off.

    2. Re:If you can turn it off by blincoln · · Score: 5, Insightful

      When was the last time you could turn 'color' off in a game?

      You mean like how televisions allow the viewer to reduce or remove the amount of color on-screen, whether the viewer is watching traditional programming or a videogame? Or like how during the transition from greyscale to colour broadcasting, it was important for most stations to make sure their content was useful to people with both types of television?

      3D is a gimmic, and the fact they offer you the ability to turn it off WHILE playing means it's not required to immerse you in the gameplay.

      3D isn't for everyone, at least in its current incarnation. That doesn't necessarily make it a gimmick. Is surround sound a gimmick just because it's not actually required in order to appreciate most films and games?

      The developers in this case are smart enough to realize that not everyone who plays their game is going to have a 3D display. Therefore they have to make the game playable in 2D. Making a big-budget game that *required* 3D today would be commercial suicide.

      I don't have a 3D TV, and I probably won't for quite awhile. But I do think it's an interesting technology.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    3. Re:If you can turn it off by Ethanol-fueled · · Score: 1

      New engines are required for 3D rasters. No way in hell half-ass grafts gon' do the trick.

    4. Re:If you can turn it off by antifoidulus · · Score: 4, Funny

      When was the last time you could turn 'color' off in a game?

      God, this makes me feel old but have you ever actually played/owned an atari 2600? That console actually had a switch to turn off the color in the game. Now get the hell off my lawn before I turn your ass black and white.

    5. Re:If you can turn it off by gman003 · · Score: 4, Informative

      Uh, no. Not at all. All it takes is changing: frame.render_everything(position); to: lframe.render_everything(position - offset); rframe.render_everything(position + offset); Maybe not even that. Many of the PC 3d solutions do all that just in the driver. They run into some problems, primarily with the HUD, but they usually work just fine. Hell, OpenGL has had support for 3D at the API level for years, maybe since the beginning. Nobody uses it, but it's there. This is the reason why CGI films work better than studio films when converted to CG. All you have to do is render everything twice from a slight offset. This article wasn't really about the technical problems, which are minor. It was about the design problems: how do you present information to the player in 3D?

    6. Re:If you can turn it off by Anaerin · · Score: 4, Interesting

      Really? I've had the capability to use 3D in many games since the late 1990's with the Elsa Revelator brand of Riva TNT cards, that supported hard-wired LCD Shutter glasses, meant to be used with CRT displays and refresh rates of 100Hz+. NVidia has had 3D support for a long, LONG time now (Check out the "Supported games" list). That they're now posting guidelines for it, and helping developers out if they request it (Their TWIMTBP program) doesn't negate that.

    7. Re:If you can turn it off by Anonymous Coward · · Score: 0

      Don't use the Lord's name in vain, man.

    8. Re:If you can turn it off by antifoidulus · · Score: 3, Funny

      Don't use the Lord's name in vain, man.

      What are you talking about, I didn't even mention Shatner's name in my original post.

    9. Re:If you can turn it off by Anonymous Coward · · Score: 0

      Which Lord: Ass? Or Atari?

    10. Re:If you can turn it off by CityZen · · Score: 1

      You mean "If you can turn the feature off, and not miss it, then it is a gimmick".

    11. Re:If you can turn it off by Nursie · · Score: 1

      Just like anti-aliasing, higher resolutions, lighting and shader effects, high-detail textures etc etc, right? All just a gimmic!

      Not to mention that you want people who don't have 3d tvs to be able to play, and also people that don't feel like going 3d, or who complain 3D gives them a headache. Whom I put in the same class as my father who, a number of years ago, had a go at Quake and got motion sickness.

    12. Re:If you can turn it off by SharpFang · · Score: 1

      Color transmission was supported by b&w TV sets from day one. The protocol was designed to be backwards-compatible, b&w TV just ignoring the color-bias component while keeping the luminance component.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    13. Re:If you can turn it off by Anonymous Coward · · Score: 0

      Don't use the Lord's name in vain, man.

      Fuck Jesus and fuck you too.

    14. Re:If you can turn it off by dadioflex · · Score: 1

      I won't have a 3D TV until (a) they don't require dorky glasses and (b) that eye of mine starts working again.

    15. Re:If you can turn it off by feepness · · Score: 1

      Don't use the Lord's name in vain, man.

      That's fine, I'm cool with it.

    16. Re:If you can turn it off by LKM · · Score: 1

      If you can turn the feature off, then it is a gimmic.

      Not everybody can see 3D on these TVs, and some people get headaches from viewing 3D content. So there are good reasons for letting people turn it off.

      Having actually played 3D games, I can tell you that it is not a gimmick. Especially for racing games, 3D helps you figure out where to drive to, and it helps you gauge distances.

    17. Re:If you can turn it off by Anonymous Coward · · Score: 0

      But if it's an important part of the game, you will leave the sound on.

    18. Re:If you can turn it off by Anonymous Coward · · Score: 0

      When was the last time you could turn 'color' off in a game?

      God, this makes me feel old but have you ever actually played/owned an atari 2600? That console actually had a switch to turn off the color in the game. Now get the hell off my lawn before I turn your ass black and white.

      So like the last time for you was 20-30 years ago, in the early days of video games? How is that a counter point?

    19. Re:If you can turn it off by kramulous · · Score: 1

      Not quite that simple. You need to:
      cross product of camera.up, camera.viewdir
      shift camera.pos 0.5x eye_separation -1*cross_product
      shift camera.lookat 0.5x eye_separation -1*cross_product
      DRAW
      shift camera.pos 0.5x eye_separation cross_product
      shift camera.lookat 0.5x eye_separation cross_product
      DRAW

      Eye separation will be dependent on a few things but a generalisation is 1/30 of camera.lookat-camera.pos

      I imagine that to get better than generalist would require quite a bit more work.

      --
      .
    20. Re:If you can turn it off by syousef · · Score: 1

      When was the last time you could turn 'color' off in a game?
      God, this makes me feel old but have you ever actually played/owned an atari 2600? That console actually had a switch to turn off the color in the game. Now get the hell off my lawn before I turn your ass black and white.

      Now if you were REALLY old it'd be black and green, or even black and orange. Black and WHITE??? LUXURY!!!!

      --
      These posts express my own personal views, not those of my employer
    21. Re:If you can turn it off by delinear · · Score: 1

      It's a valid counter point. Apply the original argument to the Atari 2600 (that you can turn off colour, ergo it's obviously just a gimmick) and all games today would still be black and white. Who is to say that in 30 years time all games won't be in 3D by default and even the idea of having a switch back to 2D won't be seen as quaint (I hope that's not the case, 3D movies make me feel sick enough, but it may well be - just because something's new and there's an option to turn it off doesn't mean it's nothing but a gimmick).

    22. Re:If you can turn it off by symes · · Score: 1

      It's easy to tun 3D off... just close one eye

    23. Re:If you can turn it off by teh+kurisu · · Score: 1

      When was the last time you could turn 'color' off in a game?

      Rick Dangerous. I had the Atari ST version, and hitting the space bar at the title screen would switch it to black-and-white mode.

    24. Re:If you can turn it off by Devout_IPUite · · Score: 1

      Not all color content is universally useful on a B&W TV though. Sure it displays, but if the game show uses a bunch of colors with the same luminosity, you aren't going to be having much fun watching.

    25. Re:If you can turn it off by Anonymous Coward · · Score: 0

      Where did you find a black and green or orange TV? Or are you saying you were using an console with a Monitor? Now that would indeed be luxury.

    26. Re:If you can turn it off by ciderbrew · · Score: 1

      I turn the music off in most games. It is an unwanted feature :)
      If you pay close attention to the sound in most FPS games you'll notice it is awful. Not as in the quality of the samples; but the depth of noise. I remember a moment whilst playing Crysis ages ago. I was in the middle of a thickets of woods right next to a beach and the only sound being played was my foot steps. When I stood still it was almost silent. Ambient track 1 playing or something; but it was out of context. It needed crashing waves, wind in trees. Noise from military action miles away and 1001 other things.
      We still have a very long way to go for sound in games, game devs may not think it is a gimmick; but they do seem to treat it as one.
      They used to teach see a sound hear a sound at Disney, games need much more than that.

      For great visual 3D they are going to need better soundscapes.

    27. Re:If you can turn it off by r0kk3rz · · Score: 1

      Don't use the Lord's name in vain, man.

      If Indiana Jones taught me anything, its that the Lord's name is Iehova

    28. Re:If you can turn it off by SharpFang · · Score: 1

      Still, ALL b&w content is useful on color TV. There was no need for color/b&w switch.

      --
      45 5F E1 04 22 CA 29 C4 93 3F 95 05 2B 79 2A B2
    29. Re:If you can turn it off by djscoumoune · · Score: 0

      The drivers work with anaglyph glasses too so anyone have always been able to try. I have the infrared Elsa 3d too but I'm not really using the 3d because it is a gimmick and after 15 minutes you just forget the 3d. In my opinion car games is the only thing 3d works in.

    30. Re:If you can turn it off by realityimpaired · · Score: 1

      I'm wondering more how they will be dealing with things that aren't 3D... it's a shooter, and I'm betting that, like most shooters, it has scopes on at least some of its weapons... a scope is inherently 2D, not 3D... is it going to change from a 3D image to a 2D image when you're using the scope? What about shooters who leave their other eye open when they look through a scope? (I used to do that when I was in the military, was classed as a marksman, too).

      You're right that they have a long way to go with realism, but sound is only a small part of the equation.... they need people who've actually experienced what they're trying to recreate to help with the realism, I think.

    31. Re:If you can turn it off by realityimpaired · · Score: 2, Informative

      Jehovah (Iehovah) is just another word for God, which is his job description, not his name. The name of the deity in question is Yahweh. (which is actually in the torah/bible, if anybody bothered to read it)

      Which is why I giggle a little whenever I see somebody write out "g-d" in order to avoid breaking the commandment... his own followers don't know his name, and think that they're blaspheming when they refer to him by job description. Le sigh.

    32. Re:If you can turn it off by am+2k · · Score: 1

      Actually, Crytek uses a post-processing effect in the deferred renderer for the two viewpoints for CryEngine 3. Rendering everything twice would obviously half the fps, but they state that they only get a 1.5% degradation using their technique.

    33. Re:If you can turn it off by realityimpaired · · Score: 1

      Actually, that switch existed because a lot of Atari users didn't have colour TV's (this is a time when there wasn't even a TV in every house, and when a "big screen" TV was 26".) Older B/W TV's didn't handle colour signals properly, and with some of them, sending a colour signal could result in a seriously distorted and unusable image. Turn colour off, and you could use it on your older TV.

      Displaying a 3D interlace on a TV that doesn't display 3D will result in a jittery image that bounces back and forth (if it displays at all, depends on how they're encoding the image), and would be very difficult to play on. There would need to be some way to turn the display mode off in the software, for exactly the same reason that the Atari had the ability to turn colour off. :)

    34. Re:If you can turn it off by ciderbrew · · Score: 1

      I think it would be ok to swap from a 3D image to a 2D image for a scope. The swap may even add to the effect.
      As for the scope thing. Hmm...
      You'll need scope with a little LCD screen in it. No no that costs too much. Hmm...

      I KNOW! They give you a little inscreen picture. It's a circle, 3-4cm wide (left or right hand side as needed). They put the zoomed up image in that. The rest of the screen is normal.

      All you need to so is Duck Tape the correct number of toilet role tubes to your head until they reach the monitor. There - You have your two images. You'll have lost all depth perception now, so you don't even need 3D at all. Toilet role tubes and tape not included.
      I bet someone here could code that up in quake or doom by the end of the day :)

    35. Re:If you can turn it off by Tacvek · · Score: 1

      True, which is why most TVs do not have one. What thy do have is a color saturation control, which is basically an amp offering gains in the range of 0-2 or so on the color signal, before it is applied to the luminosity signal. This actually makes sense, as the luminosity and color signals are not broadcast on the same carrier frequency, so different antenna designs may have the color signal come in with greater or less amplitude relative to the luminance than is expected.

      The ability to have the amp go all the way down to zero would have been easy enough to design, and would allow color televisions to be used to determine how an image would appear on a B&W television, so being useful and very easy to add since the amp was already there, it was added.

      --
      Stylish sheet to fix many problems in Slashdot's D3: https://gist.github.com/801524
    36. Re:If you can turn it off by Tava · · Score: 2, Informative

      nah, you are making it too complicated by thinking in world coordinates.
      You can transform points in normalized device coordinates (after applying the projection matrix).
      The transformation from one eye's coordinates to the other is just a 3D homography, so you can map a point in left eye's coordinate to one in the right eye's coordinate (assuming a symmetric frustum) by multiplying it by the matrix

      [ 1,0,-d(f-n)/(2fr),d(f+n)/(3fr)]
      [0,1,0,0]
      [0,0,1,0]
      [0,0,0,1]

      where r is the location of the right plane (and -r of the left plane), f is the location of the far plane, n the location of the near plane and d is the eye displacement.

    37. Re:If you can turn it off by Tava · · Score: 1

      the last entry in the first row should be d(f+n)/(2fr) ;)

    38. Re:If you can turn it off by Fri13 · · Score: 1

      Last time was about two weeks ago when I was playing Serious Sam - First Encounter HD. It has same possibilities than the earlier engine, to turn all colors off.
      Same thing was with a Far Cry that you could tweak colors. Altough I am not sure could you dim them to gray.

    39. Re:If you can turn it off by BlitzTech · · Score: 1

      Does this accurately compensate for occlusion? Wouldn't mapping a prerendered scene to the other eye would have some problems with edge cases like that?

      IANA3DP (I am not a 3-D programmer)

    40. Re:If you can turn it off by Anonymous Coward · · Score: 0

      That's not really true. His name is Yahweh, indeed, as it says in the Bible. But in ancient hebrew, no vowels were written, so all we have are the letters YHWH (roughly, since obviously it was not exactly the latin alphabet). The vowels are guessed so Yahweh is one interpretation, Yehovah is another. But they map to the same hebrew representation, and nobody is sure which one is correct.

      It does not mean "God".

    41. Re:If you can turn it off by wwfarch · · Score: 1

      Stereo vision is far less important to people than most think. Beyond a short distance (I've heard values ranging from 10-30 feet) we don't rely on stereo vision for depth perception at all because our eyes are so close together. The angular difference between the two images becomes too small for our brain to accurately measure.

      As a result of the above swapping to 2D won't really have much of an effect. This pdf describes how depth perception works in much more detail http://arapaho.nsuok.edu/~salmonto/vs3_materials/Lecture12.pdf

    42. Re:If you can turn it off by jesset77 · · Score: 1

      You'll need scope with a little LCD screen in it. No no that costs too much. Hmm...

      Yeah, why not simply render the zoomed image on Eye 2 with a vignette, and a non-zoomed image on Eye 1 with a scope occluding part of your sight?

      Then in options you can pick which eye you prefer to use to look through the scope.

      This will be disorienting for some players, but you can also select in the options to blank out the unzoomed eye completely, or to show zoomed sight to both eyes in monoscope.

      For those who prefer to play like GP, you get the advantage of either

      A> closing your unzoomed eye for an authentic experience. You can even switch eyes like a human marksman, closing zoomed eye for big picture, closing unzoomed eye to retrain fine targets, or

      B> Keep both open like a lazy-eyed gangsta

      Yes. You will get more headaches than an actual sniper would from how they use their eyes in the field, but welcome to stereoscopy and thanks for all your dough.

      --
      People willing to trade their freedom of expression for temporary entertainment deserve neither and will lose both.
    43. Re:If you can turn it off by jesset77 · · Score: 1

      Does this accurately compensate for occlusion?

      Just cull for a scene from two points of view instead of one. Portal has been doing it for years.

      Either change and re-optimize your culling algorithm to respect both camera points, or if you're in a development rush run two culls — one from each viewpoint — and only cull polys marked cull from both positions.

      --
      People willing to trade their freedom of expression for temporary entertainment deserve neither and will lose both.
    44. Re:If you can turn it off by LobsterMobster · · Score: 1

      3D will never be for everyone. I can't see in 3D, even in the real world. In order for a game to look 3D to me, it would have to be more real than reality and probably input directly into my brain. I don't think the industry needs to bow to the afflictions of a couple of weirdos like me, but it sure would be nice if I had the option to turn it off and pretend it wasn't even there. And before you ask, yes. 3D movies do look kind of funky to me, and not in the good way. More in the, "I can see the artifacts that are supposed to trigger stereoscopic depth perception and they look like ass" way.

    45. Re:If you can turn it off by KDR_11k · · Score: 1

      Stone him! Stone him!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    46. Re:If you can turn it off by Tava · · Score: 1

      the normalized device coordinates is still a 3D space, it is just rectification that transforms the view frustum into a cube such that all rays converging to the eye become parallel to the z axis.
      Occlusion is handled in this space through z-buffer: each point is mapped to normalized device coordinates and then the value stored on the z-buffer at its transformed x,y coordinates is confronted with the transformed z coordinate. If the value on the z-buffer is bigger the point is drawn and the z-buffer updated, otherwise the point is occluded. The transformation I propose comes before occlusion detection and you still need two z-buffers, but you can compute transformation for each triangle only toward one eye and then transform the coordinates to those of the other eye.

    47. Re:If you can turn it off by Dullstar · · Score: 1

      I agree. I can't watch 3D comfortably at all because my eyesight is so horrible, I can barely see without my glasses.

      We all know how troublesome it is to have to wear two pairs of glasses (at least, those of us who've done it)

      In my science class sometimes I have to pick between not being able to see, but with eye protection, OR without the eye protection, and being able to see. Then again, they say that glasses can be used in place of the safety goggles, so...

      I probably will never buy a 3D TV, though, since I don't like the 3D effect.

    48. Re:If you can turn it off by MobyDisk · · Score: 1

      He wasn't talking about z-buffer occlusion. He was talking about occlusion done before the drawing step. For example, if you had an algorithm to determine if an object was off-camera and remove it from the drawing tree. Or a BSP tree that removed occluded objects. An object might be off-screen or occluded when viewed from one eye, but visible when viewed from the other.

  3. Crosshairs shouldn't be that hard by blincoln · · Score: 3, Interesting

    ...just make it work more or less like a real-world "red dot" gunsight: a translucent marker that appears to hover a few feet in front of the weapon, as long as the user is looking through the sight. I always thought it was a really clever optical design - it's as if (for aiming purposes) the weapon is a couple of meters long, which makes it much easier to determine where the shots are going to go.

    --
    "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    1. Re:Crosshairs shouldn't be that hard by Anonymous Coward · · Score: 2, Insightful

      It's interesting that you mention red dots; the way they work is with a parabolic mirror with the LED at the focus, so to your eye it appears at optical infinity. You also never look down a sight with both eyes; you'd probably strain yourself trying to focus on the dot. Were I developing a realistic stereo shooter, I'd have it work similarly to the real world; the "scope" mechanism would only be visible in the player's dominant eye. No depth, no problem.

    2. Re:Crosshairs shouldn't be that hard by webmistressrachel · · Score: 1

      Exactly, as I mentioned earlier, but below, just paint the target with the red dot. Simple. If they try to patent this idea for 3d games, my prior art's all over /. lol...

      --
      This tagline was transcoded to result in at least one smirk. If you experience failure to smirk, please consult your Gen
    3. Re:Crosshairs shouldn't be that hard by spydabyte · · Score: 1

      I think that's the hard part.

      Think about developing a handheld game that needs to work on all screen sizes (iPhone, iPad, Android, Simbian, etc etc....). There have been efforts to minimize these problems.

      Then think about the UI for a web page or game. There have been some pretty successful results, while they are anything but simple.

      Now think about adding a 3rd dimension to all those problems. It's not as easy as saying "just make it realistic". There is a reason why lives are spent on UI. It's not an easy task and it just got a 3rd Dimension.

      Oh and was it just me or did anyone think it was just a 3D FPS (Like Tribes, Q3, you know.... All FPS?) and not a 3D Displayed FPS.

    4. Re:Crosshairs shouldn't be that hard by Shadow+of+Eternity · · Score: 1

      Serious Sam's crosshair was dual-function. It had a minimum size where it behaved like a normal crosshair and then it could also appear as though it were being projected onto whatever was closer than it's maximum distance.

      That was NINE YEARS ago.

      --
      A bullet may have your name on it but splash damage is addressed "To whom it may concern."
    5. Re:Crosshairs shouldn't be that hard by Anonymous Coward · · Score: 0

      You are incorrect in that you NEVER use both eyes for a gun sight, it would be more correct to state that your rarely use both eyes.

      The reason I say this is because I tend to end up using both eyes when using a pistol with iron sights or a red dot.

      Also consider a Trijicon ACOG that is designed as an eyes-open design. The intent of these scopes for rifles are that you use your dominant eye to do the sighting but never close or block your other eye. The reason these sights exist is that they are explicitly designed for combat where closing off part of your field of vision (and thus handicapping your perception), even in the course of aiming a weapon, can get you killed. Now these scopes are not something that is quick to learn to use on the level that a casual gamer would appreciate but they do work.

      I think these Eyes-Open sights would be a much better option. Also after typing this, 3D games may be a place to make the light-gun really shine. Attach a real optic and throw in a 3D game and it would be awesomeness incarnate.

    6. Re:Crosshairs shouldn't be that hard by B1oodAnge1 · · Score: 1

      He said "You also never look down a sight with both eyes" which is completely different than saying "you never use both eyes while aiming."

      His solution, to show the crosshair to the dominant eye only, would emulate the behavior that you describe.

      --
      RUGBYRUGBYRUGBY
    7. Re:Crosshairs shouldn't be that hard by Anonymous Coward · · Score: 0

      Oh and was it just me or did anyone think it was just a 3D FPS (Like Tribes, Q3, you know.... All FPS?) and not a 3D Displayed FPS.

      Ever think about what first person means?

    8. Re:Crosshairs shouldn't be that hard by Anonymous Coward · · Score: 0

      Thats not entirely true if you are using a decent zero magnification site like an Eotech.

      You do look through it with 'one' eye but the other eye stays open looking down range, and can kinda see the glowy red ciscle as well. It is in a little window about 1 inch by 1.5 inches and the effect is of a dot hovering in front of you.

      Oddly enough, the dot is parallax-free as well, so its over the target regardless of your head's movement almost like a aiming crosshair on a screen...

    9. Re:Crosshairs shouldn't be that hard by adamchou · · Score: 1

      or even better, make it work like real iron sights. when you shoot with iron sights, you focus on the front sight post and put it over a blurry image of the person/thing you're trying to shoot.

  4. Interface, biggest problem by D+J+Horn · · Score: 5, Interesting

    I played WoW in 3D at the nVidia booth at Blizzcon last year and the game looked fantastic, it really did. However the interface was a huge problem. In 3D-WoW, the interface is closer to you than the game world, so if you're focusing on something in the world, your interface elements all split into 2. This is particularly weird when trying to click on things in the game world. If you focus on the creature or whatever, you have 2 mouse cursors. If you focus on the cursor, there are two creatures.

    After a while you do get used to it, but it is definitely a huge gameplay issue that will keep 3D gaming in the gimmicky realm unless a game is designed to address it, either by having no interface or having an in-the-world interface, like Dead Space for instance.

    But seriously, games do look amazing with properly calibrated 3d glasses (shutter or polarized, not red/blue lenses!) but it will most likely never be anything more than a neat gimmick.

    1. Re:Interface, biggest problem by blackraven14250 · · Score: 1

      either by having no interface or having an in-the-world interface, like Dead Space for instance.

      I would think the easiest solution, which keeps current UI design relatively intact, is to transpose the interface on to whatever depth the item it's over is. For the mouse, that would be the click pixel. For the toolbars, put them at the depth of the environment.

    2. Re:Interface, biggest problem by fermion · · Score: 1
      I remember the first time I played Duke Nukem and Prince of Persia. There were amazing games. The graphics of PoP, the immersion of DN, they were great. I am sure that some said it was just a fad and we would be back to Pac Man and Trade Wars, but fortunately we never did.

      The things about games is because there are never mission critical is that they do not have be designed conservatively. They can push the hardware, the interfaces, to the point that other applications would never attempt. Any game worth it salt will do this. Of couse game companies complain, because they want customers to give them money for doing nothing. Fortunately there are always a few companies that are will to earn customers money by delivering interesting goods, rather than just demanding renewal fees for the same crap they were delivering ten years ago. Again, conservative companies that simply take customers money want the same crap as ten years ago, but such things are not innovative and do not drive the economy forward.

      --
      "She's a scientist and a lesbian. She's not going to let it slide." Orphan Black
    3. Re:Interface, biggest problem by cgenman · · Score: 1

      In the article, they mention a problem with crosshairs popping forward and back too rapidly in 3-space. You could probably do something with a spring system and friction. And you might want to do some degree of scaling up and down for distance, but not a real amount. That's all degrees of polish, which we won't really understand well until several titles come out attacking the problem in different ways.

    4. Re:Interface, biggest problem by Aladrin · · Score: 1

      You're saying that the current interface will kill 3D, but it's more likely that 3D will force game-makers to make a better interface. One that doesn't kill your immersion by making you use a mouse cursor to do things. One that doesn't make you look away from the action to make a decision.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    5. Re:Interface, biggest problem by Thing+1 · · Score: 1

      Or, instead of a crosshair, it could be a laser dot on the object you're pointing at. Of course, pointing straight up you wouldn't see it, and it would "wiggle about" as you moved across rough terrain etc, so perhaps a crosshair would still be needed even with this. I think I've seen this effect already in a game, actually.

      --
      I feel fantastic, and I'm still alive.
    6. Re:Interface, biggest problem by ultranova · · Score: 1

      After a while you do get used to it, but it is definitely a huge gameplay issue that will keep 3D gaming in the gimmicky realm unless a game is designed to address it, either by having no interface or having an in-the-world interface, like Dead Space for instance.

      Or show the interface to just one eye.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    7. Re:Interface, biggest problem by ultranova · · Score: 1

      I remember the first time I played Duke Nukem and Prince of Persia. There were amazing games. The graphics of PoP, the immersion of DN, they were great. I am sure that some said it was just a fad and we would be back to Pac Man and Trade Wars, but fortunately we never did.

      I get the feeling you're not talking about the remakes, greybeard :).

      So, are we going to get Pac-Man 3D: The Pill Quest anytime soon ?-)

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    8. Re:Interface, biggest problem by blackraven14250 · · Score: 1

      Yeah, I've seen it too. Some tower defense games (not flash) have it for their cursor, lots of newer RTS use it, and I think I've seen something similar in some FPS.

    9. Re:Interface, biggest problem by D+J+Horn · · Score: 1

      Focus was certainly the wrong word, by it I meant simply what your eyes are looking at - converging on - not actual focus and things being blurry/clear.

      Or show the interface to just one eye.

      That's actually a great idea. Near as I can figure it should solve all the problems, although I wonder if there would be noticeable alignment quirks with a cursor that's only being rendered to one eye.. I wish I could try it myself.

    10. Re:Interface, biggest problem by KDR_11k · · Score: 1

      That subtitle is more fitting for Ms. Pac-Man 3D: The morning after: The Pill Quest

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  5. Very simple. by webmistressrachel · · Score: 3, Interesting

    On a real weapon, the laser "paints" the target - it looks as though it's actually on the spot where the bullet will hit. Simulate this, problem solved.

    --
    This tagline was transcoded to result in at least one smirk. If you experience failure to smirk, please consult your Gen
    1. Re:Very simple. by Anonymous Coward · · Score: 0

      Derp.

  6. 20 feet. by w0mprat · · Score: 2, Insightful

    Thats the answer. I had a aftermarket speed HUD in car that was designed to appear to be 20 feet or more in front of the car to minimize the need to refocus on a nearer object, but close enough it doesn't seem weird when tailgating or whatever. I understand this is done in factory models as well, and aircraft HUDs are also designed this way.

    --
    After logging in slashdot still does not take you back to the page you were on. It's been that way for 20 years.
    1. Re:20 feet. by Anonymous Coward · · Score: 0

      Commercial car HUDs are generally collimated so that the HUD image appears at approx the same distance as the front bumper. Aircraft HUDs are typically collimated at infinity.

  7. This is new? by Anonymous Coward · · Score: 0

    Seriously, "Wicked 3D", go look it up. It sucked then (over 10 years ago). I'm more than willing to bet that even if the game is designed with 3D in mind, it still sucks now.

  8. Gimmicky? by RyanFenton · · Score: 4, Insightful

    >>Will 3D games be just as gimmicky as most 3D movies?

    Yes, yes they will - but moreso, and with gusto. But gimmicky doesn't have to be bad - the Wii and Nintendo DS libraries are chock full of gimmicky games that are actually quite good. Actually, most blockbuster games in history have been filled with fairly new exploits of gimmicks hamfistedly attached to a narrative.

    Video games are marketed on the idea that an analog of yourself is being placed somewhere, with something interesting to do. The very definition of a game is tied to goals that exist only for you to solve - its gimmicks all the way down to the simplest games of rocks and sticks.

    Ain't nothing wrong with gimmicks.

    Ryan Fenton

    1. Re:Gimmicky? by cgenman · · Score: 1

      I'd argue that 3D for games isn't just a gimmick, but actually makes you a better player.

      In driving games, knowing how far away a corner is can mean the difference between success and crashing horribly. Similarly, if you're lobbing a grenade at an opponent, you need to have an intuitive sense for how far away they are. In traditional 2D games, you have to build in lots of visual cues (straight lines, false shadows, distance blur, etc) to get even partway decent 3D estimations by your players. 3D screens, on the other hand, give a real and immediate sense in a completely natural way.

    2. Re:Gimmicky? by Dullstar · · Score: 1

      I'd argue that 3D for games isn't just a gimmick, but actually makes you a better player.

      In driving games, knowing how far away a corner is can mean the difference between success and crashing horribly. Similarly, if you're lobbing a grenade at an opponent, you need to have an intuitive sense for how far away they are. In traditional 2D games, you have to build in lots of visual cues (straight lines, false shadows, distance blur, etc) to get even partway decent 3D estimations by your players. 3D screens, on the other hand, give a real and immediate sense in a completely natural way.

      It's interesting that you should say that. I have never had any trouble judging distances in "traditional 2D games," as you call them, (although we all know the PROPER classification is "3D," because proper 2D is not capable of producing problems such as you mentioned (proper 2D as in, say, NES games or (most) SNES games.))

      And 3D still requires those really retarded glasses that inconvenience people who wear glasses instead of contacts to do something about their shitty vision. I don't like the effect, so even when those glasses go away I still probably won't give in to the gimmick.

      Seriously. I will not watch a 3D movie if I can avoid it.

  9. This is hardly news. by sr8outtalotech · · Score: 2, Insightful

    Maybe they should ask the guys that were developing 3D games in 1995. Descent 3D comes to mind so does Hi-Octane both of which had 3D modes compatible with LCD glasses. HUDs and crosshairs were 2D. I worked for 3DTV [http://www.3dmagic.com/catalog/consumerframe.html] company in 1995/6 - demo'ing Descent 3D at Comdex among other things. FU Microsoft for killing off 3D gaming for a good 10 years.

  10. If anything can stop the 3d madness its gaming by grapeape · · Score: 0

    With the budget of today's games, its most likely that 3d gaming will be a "one and done" experiment for most studios. I just cant see the sales of 3d titles having enough sales to be self sustaining and frankly the gimmicky nature of 3d will likely weaken the traditional 2d experience resulting in lower game sales overall. I have yet to find anyone who has invested in any 3d gear or anything with the intention in investing.

    1. Re:If anything can stop the 3d madness its gaming by thoughtspace · · Score: 1

      Not according to Panasonic. It's a big world out there.

      Their market research shows that the take-up rate of 3D TVs has been greater than any other home entertainment. The sceptic in me thinks that excludes the iPhone/iPod - but impressive none the less.

    2. Re:If anything can stop the 3d madness its gaming by SpeedyDX · · Score: 1

      heh, only a slashdotter would consider iPhone/iPod to be home entertainment, I suppose.

    3. Re:If anything can stop the 3d madness its gaming by Nyder · · Score: 0, Troll

      With the budget of today's games, its most likely that 3d gaming will be a "one and done" experiment for most studios. I just cant see the sales of 3d titles having enough sales to be self sustaining and frankly the gimmicky nature of 3d will likely weaken the traditional 2d experience resulting in lower game sales overall. I have yet to find anyone who has invested in any 3d gear or anything with the intention in investing.

      Spoken like someone who has never actually played a Stereoscopic 3D game.

      It is nothing like 3D movies. At all.

      --
      Be seeing you...
    4. Re:If anything can stop the 3d madness its gaming by realityimpaired · · Score: 1

      Most modern PC games are in 3D already, just rendered in 2D. It's comparatively trivial to render the 3D environment in 3D... just set two cameras slightly apart, and the hard work is already done for you.

  11. Out of the box by ksandom · · Score: 1

    When you view 3D content windowed, it's fairly easy on the eye to transition between what's 3D and what's not 3D (neutral). So I reckon, just leave any panels neutral and hard alined to an edge. As a rule of thumb, I've found that anything the user needs to explicitly interpret (language and stats), is much better neutral. Leave the content to being the content.

    As for the cross-hair, that's less obvious. My gut feeling is to leave it neutral since it's so small, it's not going to be _that_ noticeable that it doesn't quite comply with the depth of field. Having it hanging infront of your eyes is definitely going to be a distraction.

    --
    Funnyhacks - Wierd, unusual, and fun hacks
    1. Re:Out of the box by Anonymous Coward · · Score: 0

      As for the cross-hair, that's less obvious. My gut feeling is to leave it neutral since it's so small, it's not going to be _that_ noticeable that it doesn't quite comply with the depth of field. Having it hanging infront of your eyes is definitely going to be a distraction.

      Crosshairs in 3D... what the hell is wrong with people. To anyone who has ever fired a real weapon, this is so easy to figure out.

      Make an imaginary gun with your index finger and thumb, sight a target. Congrats, you're halfway to how a real weapon is sighted. Tell me the solution to this "problem" isn't blindingly obvious. Anyway, these game designers have already thought of how weapons work in the real world, which tells me this isn't the real problem.

      I think the real "problem" is how do you deal with FPS player's expected 100% dead on, laser accuracy with the new interface. I say suck it up, rifles are not that accurate anyway, _even_ if both your target and targeting reticle were in focus, surprisingly (no, I know it's not)... "Skill" shouldn't be how fast you move a mouse while running 20MPH sideways.

      besides, Killzone 2 already had ironsights. 3D sights are too obvious.

    2. Re:Out of the box by delinear · · Score: 3, Insightful

      I think you've hit on exactly the issue - especially considering how much console FPSs tend to compensate for the clumsiness of the input mechanism (usually there is some degree of autoaim involved). It's not so noticable in 2D, but to achieve this effect in 3D without either making it look like your sights are incredibly inaccurate (because you're hitting people even when it's cleared you're off by a fraction in either direction and the game is "compensating") or else you're going to have to have the sights "jump" to cover the target, too much jumping and it's going to feel very fake. The other alternative is of course to not compensate, but when people see their frag count drop off a cliff they're probably not going to want to play your game so much, even if it is a lot more accurate. The final difficulty is that you need to offer 2D and 3D modes of play without undue disadvantage to one or the other group of gamers (if everyone playing in 2D mode is more accurate, you've pretty much killed 3D in your game, meanwhile if everyone in 3D mode is more accurate, you'll get massive backlash from consumers who don't want to splash out on a new TV just to compete in multiplayer).

    3. Re:Out of the box by plastbox · · Score: 1

      I don't get this, it seems so simple. There are a fair amount of games out there where you don't have crosshair except when you use a sight of some sort. When you do, the game could just cut the images to your non-dominant eye making the game 2D (like it's "always" been and like it would in most cases be in the real world). What's the big deal?

    4. Re:Out of the box by Half-pint+HAL · · Score: 1

      Nope, there is no neutral. What you call "neutral" is in reality "as far away from you as the screen".

      The reason you can't consider this "neutral" is that it's not a choice between viewing the crosshair and viewing the game -- the crosshair is part of the game. You don't look at the crosshair for its own sake, you line the crosshair up with your target. A crosshair that "floats" some distance between you and your target distracts your focus and makes it harder to see the target, defeating the object of the exercise.

      HAL.

      --
      Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
    5. Re:Out of the box by ultranova · · Score: 1

      Nitpick: in real world, you don't close your other eye when aiming. Doing so distorts your eyeball, which makes you less accurate. You keep them both open, and simply deal with the fact that the sight is only visible in one of them.

      I suppose magnifying scopes might be different, but that's not really relevant to your typical 3D FPS game ;).

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  12. Little different by Sycraft-fu · · Score: 1

    3D LCDs don't have focus. Your eyes are always focused on the same point since they are just a flat screen like a 2D LCD. In fact they ARE just 2D LCDs, just displaying left and right images in rapidly alternating fashion. They do stereoscopic vision but nothing else. So you don't really focus on different points. Stuff does appear in front or behind other things, but it is all in focus, unless the game engine chooses to defocus something.

    1. Re:Little different by tgibbs · · Score: 1

      When you "focus" your eyes on something in 3D, you do two things: you adjust the lens of your eye so that the light rays from the object are focused on the object, and you also adjust the convergence of your eyes to put the image of the object on a corresponding region of the retina of both eyes. With a stereoscopic image, you don't have to do the former, but you still have to do the latter.

    2. Re:Little different by tgibbs · · Score: 1

      Oops, that should have been "the light rays from the object are focused on the retina.

    3. Re:Little different by wvmarle · · Score: 2, Interesting

      Which gives very strange effects sometimes, when the creator decides to make parts out of focus. I had this when watching Avatar. Often they use the 2D technique of focussing on a person while blurring the background (to make it stand out). This looks natural - when you focus on something close by the background naturally becomes blurred (due to depth of vision and the double-image issue). However when you decide to have a look at the background instead, it suddenly remains blurred. While in reality your eyes will focus on the further away object, changing the lens and the angle of your eyes.

      For a more realistic 3D experience the display would have to follow your eyes, and see what you focus on. As bonus such a tech would allow the rest of the screen to run in lower resolution (less work to render an image) as what you do not focus on you can not see so well anyway. That's simply how our eyes work. But I think it will need a long time to get to such a stage. A very long time.

      I'm no gamer, won't be playing anytime soon, but this is why I do follow these stories. The user interfaces. Lots of interesting stuff is being developed for games that may trickle down to the desktop interfaces.

    4. Re:Little different by tgibbs · · Score: 1

      Yes, I noticed this with Avatar also. You feel like you should be able to focus your eyes, because you have converged the images, but you can't. Film directors like to use focus to direct attention, but I wonder if in a 3D film, it would be better to have everything in focus. Of course, that would require either a very stopped down lens (and a lot of light) or some fancy digital post-processing. Or perhaps it would seem odd to have everything in focus. I wonder if Cameron did experiments on this.

    5. Re:Little different by wvmarle · · Score: 1

      To me this looked like one of the "rough edges" of 3D tech of today. It looked like a 2D movie with 3D effects added to it. Those floating subtitles (I watched a Chinese subtitled version - not that I can read Chinese but that's how English movies are shown in Hong Kong) were also really weird. But reasonably easy to ignore.

      And Avatar also has a 2D version (if only to be able to release them on DVD/BR). So that would basically require them to make two movies, as a 2D movie with everything in focus will look horrible.

      I think 3D needs a lot of experimentation, and technical development of the display part.

      I know about those "glasses", visors, whatever that are worn like a helmet and completely cover your eyes. Can be great for immersion in game play but I wouldn't want that for watching TV. Interaction with whatever happens around you is hard, and pouring a beer wearing such a helmet is hard to do.

      The glasses like we had to wear for Avatar also will have their limitations. I didn't check at the time but I do wonder how people wearing glasses handle it. Again this may be acceptable for playing games (generally requiring full attention to the screen), but not for TV.

    6. Re:Little different by tgibbs · · Score: 1

      The glasses are big enough to fit over regular lenses. Avatar was designed from the outset to be 3D, and Cameron did substantial technology development, but it is still early days for 3D as a serious filmmaking technique.

      The problem with the "helmets" is there that is no way that you can actually run around in the 3D world because you'd bump into walls and trip over the furniture, so you still need a controller. Directing your gaze with a helmet instead of a joypad is not enough of a convenience to justify the inconvenience of the headset.

      I do think that people will be resistant to wearing the glasses routinely. They work better in a darkened theater than in the more social context of TV watching. And of course the active glasses currently being used for 3DTV are expensive, unlike the passive movie glasses. Game playing will be the main impetus driving the acceptance of 3DTV. Most of the general public will buy 3DTVs only when the cost comes down to the point that you effectively get 3D capability for free (it actually costs the manufacture very little, although they are currently charging a big premium).

      On the other hand, small 3D screens that do not require glasses will likely be a big success for individual video watching and game playing, with the new Nintendo 3DS being the first of these. Within 3 years, I expect that all smartphones being sold will have 3D capable displays.

    7. Re:Little different by cgenman · · Score: 1

      It has been worse:

      Try Wario Land for the Virtual Boy. There are levels where the far background does not parallax (appear to scroll more slowly because it is farther away), but does appear to be farther back in the 3D effect. The worst is a moment in level 2, where the background appears to be deep away in 3D, and it parallaxes correctly horizontally, but breaks parallax scrolling completely vertically. I nearly threw up when I saw that.

    8. Re:Little different by cgenman · · Score: 2, Interesting

      The other problems with helmets are:

      1. Resolution. They're tremendously expensive to make at any sort of resolution. You know that super-high definition LCD screen they finally came out with for the iPhone? That's still way too big for one eye of a visor, and not high enough resolution. Lower resolution screens just look like lots and lots of pixels.

      2. Focus. Because of 1, there are lots of optical tricks used to get a higher-resolution image from a larger source down to the size needed to display at your eyes. That all takes focusing of various lenses, and that all goes blurry the moment you do anything unexpected.

      3. Lag. Your brain immediately notices when the world isn't following your eyes. They're getting better, but lag on these things (last time I tried one) doesn't seem to be going away entirely.

      4. Head Mount. You can spend hours fitting a bicycle helmet to your head, and it still wiggles like mad. Head Mounts just aren't that solid. Which means the helmet wiggles a bit around your head. Which means the world wiggles a bit around your head. Ew.

      5. Too Private. This is a big issue that Nintendo bumped up into with the Virtual Boy. If nobody can watch you play, playing video games becomes an inherently anti-social activity.

      By the way, Full-sized parallax barrier screens, like the one in the 3DS, have been available in Asia for some time. Due to content shortages, they're mostly relegated to displays. But they're out there, and they work.

    9. Re:Little different by plastbox · · Score: 2, Interesting

      How about using the same type of lenses (in the 3D-glasses) that are routinely used in progressive bifocals, only rotated 90 degrees? That way, you could make the lens work harder to focus on something closer (have the lenses be more powerful closer to the nose) and relax more as you approach infinite convergence (when your eyes are parallel, whatever that is called).

      It still wouldn't solve the problem of actually blurring everything in the background when you look at something close (and vice versa) but it might help with the head aches some people complain about by making the experience more natural on the eyes themselves.

    10. Re:Little different by Devout_IPUite · · Score: 1

      I wonder if that's the reason why Sega pulled the plug. Their technology wasn't far enough to let things parallax correctly?

    11. Re:Little different by wvmarle · · Score: 1

      I get the idea - works if all you do is looking straight forward, up or down. Not if you start looking left or right, then it breaks down horribly with both eyes effectively having different lenses through which to look.

      Not sure what the headaches come from really (I didn't have this issue when watching Avatar nor with some earlier 3D movies), but I would guess parallax may be a problem. Difference in distance between the eyes, some people may have their eyes so far apart or close together that the two images are impossible to convert properly by the brain, something like that.

    12. Re:Little different by tgibbs · · Score: 1

      5. Too Private. This is a big issue that Nintendo bumped up into with the Virtual Boy. If nobody can watch you play, playing video games becomes an inherently anti-social activity.

      Other people being unable to watch you play has not impeded the popularity of hand-held gaming systems and phone games. Even for games on console, the social interaction is mostly one way: people can watch you play, but you are too involved with he game to interact with them (an exception being turn-based games like bowling). But with multiple player games, social interaction can occur within the game.

      By the way, Full-sized parallax barrier screens, like the one in the 3DS, have been available in Asia for some time. Due to content shortages, they're mostly relegated to displays. But they're out there, and they work.

      However, the available parallax barrier screens have a very small "sweet spot." This is a big limitation for a large display. With a handheld display, you will automatically hold it in the spot that gives the best image. I gather that there are technologies in the works to expand the sweet spot or provide multiple sweet spots.

    13. Re:Little different by ultranova · · Score: 1

      For a more realistic 3D experience the display would have to follow your eyes, and see what you focus on.

      In games this is not a problem, since everything is in focus anyway, unless the engine goes out of its way to defocus. In a movie, the only real fix is to also have everything in focus - impossible with a lens, methinks - or use an optical phased array for both recording and playback; in other words, a hologram that would let you focus on what you will.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    14. Re:Little different by cgenman · · Score: 1

      The parallax barrier screens I've seen have a few sweet spots, that were about 2 feet apart from eachother around the front at a distance of about 15 feet. These degraded a bit the farther offcenter you got, but they worked.. I presume if these things make it into the home, you'll adjust the barrier a bit so that the sweet spots hit the sides of your couch, and / or major recliner. And that people will slide over a few feet in a given direction to see the screen.

    15. Re:Little different by tgibbs · · Score: 1

      Maybe for people who have a real home theater setup with fixed seating, but I think the market will be limited. I don't think the average consumer is going to buy a TV that requires you to sit in particular spots to avoid a double image--unless it doesn't cost extra, in which case they'll probably keep the 3D effect mostly turned off. I suppose that it might be possible to develop a system that tracks you around the room and adjusts the parallax barrier for your position.

  13. living down to expectations by tverbeek · · Score: 1

    Why am I not surprised to read that the gaming industry is struggling with how to handle splattering blood in 3D.

    --
    http://alternatives.rzero.com/
  14. The "Real" Difficulty in making a 3D Game by blankoboy · · Score: 3, Interesting

    ....getting anyone to want to buy one. Please let this 3D fad die already.

    1. Re:The "Real" Difficulty in making a 3D Game by Nursie · · Score: 1

      Lol.

      Just because *you* hate it doesn't mean everyone does. Now that it's not much of a premium on a decent LCD or Plasma and the big manufacturers (Sony, LG, Panasonic, Samsun) are all in on the game, I don't see it going away any time soon.

      Why is it that the collected geeks of /. have such a problem with it anyway?

    2. Re:The "Real" Difficulty in making a 3D Game by GrumblyStuff · · Score: 1

      Because the stuff where HD and 3D would be used best is not the stuff that makes it to the TV or theaters.

      Planet Earth? Fuck yes!

      Your every day sitcom or cop drama #52938? No thanks.

    3. Re:The "Real" Difficulty in making a 3D Game by wisdom_brewing · · Score: 1

      Planet Earth was shown in HD in the UK from launch... Amazing show. I am sure there will be 3D versions recorded in a few years. Love the BBC

    4. Re:The "Real" Difficulty in making a 3D Game by Anonymous Coward · · Score: 0

      It's not that much of a premium, but why do I need to buy a new monitor to begin with? I have two 20" monitors that are doing me fine, no sign of slowing down. The only reason they will be replaced is if they break, unless 3D really becomes a necessity, which I doubt. And i'm sure enough people are in a similar situation to me.

    5. Re:The "Real" Difficulty in making a 3D Game by Nursie · · Score: 1

      I'm sure there are a lot of people in your situation, but that's always the case. I won't be buying a new computer monitor either. But I was recently in the market for a new tv and thought "what the hell" and got a 3d plasma, as it was in the same sort of price range as the other similarly sized plasmas.

      There are enough people like both of us to ensure that uptake is slow but existant, IMHO. And probably a few folk lusting after that newer, bigger, faster screen, because that's what they do, or because they just want a bigger panel...

    6. Re:The "Real" Difficulty in making a 3D Game by Eudial · · Score: 1

      Largely the only people who don't hate it are people who were suckered into buying a 3D TV, and are now in denial over what a ridiculous waste of money it was.

      --
      GAAH! MY PRINTER IS ON FIRE!!! PUT IT OUT! PUT IT OUT!
    7. Re:The "Real" Difficulty in making a 3D Game by Haeleth · · Score: 2, Insightful

      I remember people saying the same thing about CD-ROM games. The first ones sucked, and many people could not imagine the technology ever being used for anything worth playing.

      Same for polygon-based games, actually. They looked awful, and everyone was like "what a useless gimmick, hand-drawn sprites look so much better, 2D will never die".

      The naysayers have always been wrong, time after time after time. Why do you think this will be the one time they're right?

    8. Re:The "Real" Difficulty in making a 3D Game by Nursie · · Score: 1

      I was buying a tv anyway and I'm a geek.

      It does look good in games. I wasn't suckered into anything and the panel was no more expensive than others I was looking at that were the same size (50 inch).

      Don't get the hate...

  15. I own an Nvidia 3d vision by Anonymous Coward · · Score: 0

    In optimized games the aiming reticule operates like a laser sight, it rests on the depth of the object it is hovering over. Seriously people this is a solved problem...

    1. Re:I own an Nvidia 3d vision by Jason+Kimball · · Score: 1

      I would think that would make it much easier. It's one thing to see the pixels of a reticule covering someone's head, it's a whole different experience to see the reticule projected onto their head. I would think the latter would be much easier to react on quickly and accurately.

  16. Ask Nintendo for advice! by pecosdave · · Score: 3, Funny

    Check the Virtual Boy for prior art ideas. Obviously something so popular and successful can serve for further inspiration.

    --
    The preceding post was not a Slashvertisement.
    1. Re:Ask Nintendo for advice! by Tukz · · Score: 1

      Oh if I had mod points, I could mod this "Funny as hell".
      I've seen the videos of the Virtual Boy and that itself is a laugh worth.

      Some guy tested it out, with all the games it had.
      Wasn't it the Angry Nintendo Guy or something?

      --
      - Don't do what I do, it's probably not healthy nor safe. -
    2. Re:Ask Nintendo for advice! by bWareiWare.co.uk · · Score: 3, Insightful

      Just like PowerGlove foretold the failure of the Wiimote?

    3. Re:Ask Nintendo for advice! by pecosdave · · Score: 1

      To be perfectly fair their clientele was going be waving one wand or another around in their hand, Nintendo had the good sense to cash in on it. The glove idea? Really, who needs a glove?

      --
      The preceding post was not a Slashvertisement.
    4. Re:Ask Nintendo for advice! by elrous0 · · Score: 1

      But it was so bad!

      --
      SJW: Someone who has run out of real oppression, and has to fake it.
  17. Re:Hilarious 3D Trolls by grapeape · · Score: 1

    Where was this tirade? Appears that the only one freaking out is your cowardly ass. I don't care what happens with 3d, I think it will fail as I really don't think enough people care about it for it to succeed. Its been tried and failed many times before, the only thing new now is that the glasses are more expensive and there is a smaller viewing angle, neither of which I see as much of a bonus.

    What I really don't understand is how its "fans" are so rabid about it, and seem to take any negative comment about the technology as a personal attack against them.

  18. Will the real 3D please stand up by gmuslera · · Score: 2, Insightful

    I still remember the discussions on how much 3D was Wolf3D almost 20 years ago.

    1. Re:Will the real 3D please stand up by GrumblyStuff · · Score: 1

      We just need more people to point out that it's not 3D but rather stereovision.

    2. Re:Will the real 3D please stand up by Jason+Kimball · · Score: 1

      This is true. We won't have real 3D until they perfect holographic display devices. The difference between the perceived depth and the fact that the image is really at the depth of your TV screen (and needs to be focused at that distance to project a clear image on to your retina) throws your brain for loops. 3D movies skirt this issue because the screen is already so far away, but sit a reasonable distance in front of a TV and after 15 minutes your brain fighting two contrasting focal senses will start to cause problems.

  19. Show the bullet arc by lugonnn · · Score: 1

    Place a thin translucent line to show the bullet path instead. Like the do for grenade thowers.

    --
    Don't apologize for your own behaviour.
  20. Seeing as I own 3D Vision... by Nyder · · Score: 4, Informative

    ... I feel that I might have some worthwhile knowledge of Stereoscopic 3D games.

    First off, 3D in games isn't as gimmicky as 3D in movies, not by a long shot. If the dev programs the game with 3D in mind, then things like the UI, blood splatters don't pull you out of the 3D experience.

        Like games that have the blood splatter on your screen? Looks killer on 3D.

    Games like Left 4 Dead (1 & 2) the 3D is very, very good on it. It makes zombie killing a little more realistic.
    Need For Speed World? While the 3D isn't perfect on it (some ghosting), the game is a lot better to play in 3D.

    Titan's Quest and Torchlight in 3D is have to play to understand. The game looks like toys or something while you are playing.

    Some games, like Alien Breed the lighting is messed up on it, so it doesn't look good in 3D, but if they fixed that, would be killer.

    As for the gun sight, ya, that matters. What nvidia does with 3D Vision is has a "laser sight" you can toggle on and off (you have to turn off ingame targeting crosshairs) if the game doesn't do the 3D on it correctly. I don't use it much, but some games like Fallout 3 you have to use it. And yes, Fallout 3 is better on 3D.

    Honestly, dev's don't have to do much extra but test their games under 3D to see what elements need to be fixed. Games that are made in a 3D engine already have what is needed. Unlike TV or Movies, the games are made from 3D models, so getting the 2nt camera viewpoint is easier to do, and why games look way better then any 3D movie can.

    Plus I don't think people understand, buying a 3D TV doesn't mean you can start playing 3D games. For example, 3D Vision users need the 3D vision hardware, a 120khz Monitor (that's supported, currently most tv's aren't) to get 3D gaming. Cost is just over $500 (Acer GD235HZ 1080p monitor & 3D Vision). Not to mention running a game is 3D means your cutting your normal frames per sec down by half. So you need some powerful video cards to play the latest games (that are being made with 3D in mind) with decent frame rates, which normally mean 60fps.

    Need for Speed World. Normally, I can do 1080p at 60fps with all settings maxed. But to get 60fps, I have to cut the graphics down to medium. If I don't, the 3D in the game doesn't look right, tends to cause headaches & eye strain more. Which is more or less true with most of the games.

    Granted the Nvidia GTX 460 1G cards are cheap and give great fps, mainly in sli. but still, that's another $500 cost.

    So $1000 will get you a great 3D gaming setup, that can play 3D movies, if you get a bluray player for your computer.

    3D in games is great as long as it's does right. And it takes some playing around with the 3D to figure out what works for you. Will most gamers want/need it? No. Besides entry cost is sort of high, it doesn't work good for every type of game, and there's sort of a split on what to get between PC & consoles/tv/bluray 3D players.

    I think the biggest problem with 3D is no standards. This isn't a case of tech that is going to be adopted by everyone, so having standards is important for market growth.
    You don't want to have to buy a 3D HDTV, a 3D bluray player (ps3), and a 3D Monitor & 3D kit for your pc.

    Like with 3D bluray movies. With hardly any of those movies being released, they stupidly make them exclusive bundles with 3D hardware. I mean, wtf? Instead of making 3D movies easier for early tech adoptors, they make it harder.

    I still haven't found any decent 3D movie downloads yet, so I don't even know how they look on my setup. But I got it for gaming, and it does gaming well, and I'm very happy with spending the money I did on it. Anyone that comes over and sees games in 3D, start wanting to get it.

    --
    Be seeing you...
    1. Re:Seeing as I own 3D Vision... by cynyr · · Score: 1

      if a racing sim added 3D this would make it so much easier to handle picking breaking points and turn in points. The issue for me with 3D games and movies, is how is eye convergence/focal depth handled. Can I focus on any point i can see in the world? does the 3d need the convergence points as i would need in real life? how does your normal tracking reflex handle the change from computer 3d to the real world?

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
  21. Holodeck by SOOPRcow · · Score: 1

    All I know is that I won't be happy till I can play games on a holodeck. That said, 3D for games makes way more sense to me then for movies or TV's.

  22. Experiences: 3D adds a new dimension by LongearedBat · · Score: 5, Informative

    I had 3D glasses for my old games computer a few years ago. (The drivers only worked with CRT's.) Some people had no problems, while others got headaches after just a few moments. I was fine for an hour at a time. I think newer tech makes 3D much more comfortable though.

    Anyway, stereoscopic gaming was great! A couple of experiences:

    WoW
    Wandering in a cave, cave walls are made up of mottled bitmaps...
    Monoscopic: Even though the map shows a branch in a cave, it can sometimes be hard to find it, and one walks back and forth to see if it's there.
    Stereoscopic: You simply cannot miss the branch. The cave now looks like a proper shape, that just happens to be patterened with mottled bitmaps.

    Rome: Total War
    - You get a better feel for distances, so you can see exactly when to tell the archers to unleash a volley of arrows against advancing troops for maximum effect.
    - You get a better idea of how well catapults will be able to shoot over the crest of a hill, or whether the rocks will hit the hill/fly over the enemy.
    - Also, position the camera among those being shot at, and see the cloud of arrows coming at you. Awsome! =)
    Basically, with a sterescopic view, you get a much better idea of the lay of the land, and distances (and therefore timing).

    To me, 3D vision helped so much, that it almost felt like an unfair advantage. Almost.

    1. Re:Experiences: 3D adds a new dimension by TheThiefMaster · · Score: 1

      I first used 3D glasses in UT2004 (with a CRT display and wired shutterglasses, just like you). It made such a difference, mostly when dealing with delayed-impact weapons like the rocket launcher. Being able to easily gauge how far away someone was made figuring where I needed to aim to hit them almost cheating-easy. On the other side, seeing a rocket flying and being able to tell exactly where it was going made them so much easier to dodge!

      I tried it in quite a lot of games, and it really does make an incredible difference to immersion.

  23. Is this a fad? I just don't care by Anonymous Coward · · Score: 0

    This whole 3d thing might be great, it might be terrible. But there are now several reasons why I wouldn't be bothered with it:
    - PS3 games are terrible
    - Need another brand new TV to view it
    - Got to update the PS3 firmware to support it
    - Need to buy a 'Move' to enjoy it

    This is such a niche market, and Sony should really understand it.. let's guesstimate that 1 in 10 households have a PS3 ... of those, 1 out of 5 buy a move ... of those, 1 out of 50 have a shiny 3d television set.. so that's one out of every 10,000 potential customers having an interest in 3D gaming?

    Just another Sony misstep here ... move along.

    1. Re:Is this a fad? I just don't care by Nursie · · Score: 1

      1. Says you. 40 Million PS3 owners would (mostly) beg to differ.
      2. People buy tvs more frequently these days than ever they did before, and the 3D premium on top of a normal HDTV is small and shrinking.
      3. You'd be surprised ho few people care about the version of the firmware on their ps3. This may change with the PS3 jailbreaking stuff going on at the moment, but there are not a large number of people who give much of a crap.
      4. False. You do not need to buy move to play or enjoy 3d games.

      And if it's a Sony misstep then it's also a Samsung, Panasonic and LG misstep. I find that less likely.

  24. Clueless... by Anonymous Coward · · Score: 0

    This is NOT new territory, FPS games have been playable in stereoscopic 3D via middleware packages like Tri-Def Ignition for some time now. The crosshair issue is easily solved with the simple substitution of a laser sight. What is still an issue for stereoscopic FPS games is quick response to attack from behind. Whipping around as quickly as is the norm for playing in 2D gives most people a bit of motion sickness in stereoscopic 3D. The hardcore will train themselves to shut their eyes but the casual gamer will merely find this to be yet another complaint about stereoscopic 3D gaming. For what its worth, racing games seem to be the most approachable for stereoscopic gaming newbies.

  25. at least by Anonymous Coward · · Score: 0

    at least Guerrilla Games is at least making it possible for the player to at least easily and quickly switch in and out of stereoscopic 3-D while playing, at least...

  26. Not stereo "3D", head tracking. 3D. by Animats · · Score: 1

    For games, stereo is not the right approach. Viewpoint adjusted by head tracking is. For recorded images like TV, you don't have the data to do that. But for a game, you have full 3D models and all the necessary graphics hardware. And, as that video shows, it just takes a few Wii Remote parts to do it. The effect is that, at long last, the screen becomes a window, rather than a surface.

    Since games tend to be played by one player per screen, the restriction that the view only works for one person is fine. Unlike stereoscopy, there's a big win for gameplay - you can move around and change your viewpoint. You can duck behind on-screen obstacles, so you can actually use cover in a shooter.

    You can hang stereo and depth of focus on this, too. And it will work better, because the system knows how far away the viewer is.

    When this is done well, the visual effect is spectacular.

    1. Re:Not stereo "3D", head tracking. 3D. by Aladrin · · Score: 1

      While that technique is really, really cool, I don't move around much while gaming. That means the effect is pretty much lost.

      --
      "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
    2. Re:Not stereo "3D", head tracking. 3D. by Kegetys · · Score: 1

      Dedicated head trackers like TrackIR and Freetrack have allowed this for quite some time now.

      > When this is done well, the visual effect is spectacular. [youtube.com]

      This "window" effect only really works if you close one of your eyes though. In a video it looks good since you have no depth perception, but when you look at something like this with both eyes you constantly see that it is just a flat surface that is displaying a moving image and the wanted effect largely goes away.

  27. Sterio vision is NOT 3D by Required+Snark · · Score: 5, Interesting
    When you view the world with your regular (hopefully) pair of eyes, your brain creates a "3D" experience of what you see. It does this using many cues, including parallax (both horizontal and vertical), occlusion, shading of objects, shadows, and lots of other stuff. Many people with PhDs have spent a lot of effort trying to understand this process and they still have a long way to go.

    If you are watching a "regular" movie, be it photographic or CGI, the 3D world is mapped onto the 2D screen When your eyes see this 2D image, you brain is able to use all the cues that are available in the mapped 2D image and it reconstructs the 3D world that was used to create the 2D image. Therefore, a "regular" move IS IN 3D.

    When you see a stereoscopic "3D" image, even if it is an old ViewMaster http://en.wikipedia.org/wiki/Viewmaster, all that you are getting is extra horizontal parallax that is provided by having different 2D images for the left and right eye. You are not even getting vertical parallax, so you can't see the top and bottom of things, just some extra details on the left and right of objects. Although this is noticeably different then the 2D picture image, it is still not the same as natural real world vision. So in a basic way stereographic images are not much closer to 3D then a regular image.

    Because of the very limited and specialized nature of the stereo information, it is easy to create situations that cannot occur in the real world, resulting in a very confusing experience. Breaking frame is one example. This is when the "3D" object crosses the edge of the image, and it can completely destroy the illusion. Also, normal "flat" cinema uses foreground/midground/background to organize the visual composition of shots, and this becomes much more complicated when stereo is involved.

    In some ways "flat" 2D is better, because it uses a uniform transformation to map from 3D to 2D. In doing stereo, the scene composition has to include intra-ocular distance information, and this adds difficult decision making for composing the scene. (Yes, the stereo mapping is mathematically uniform, but the composition restraints are different depending on the shot set up.)

    There is a massive body of knowledge in how to use "flat"images that goes all the way back to he introduction of perspective in the Renaissance, and has been further developed with the invention of photography and moving pictures. Stereo has yet to prove that it really provides any kind of advancement for image presentation.

    --
    Why is Snark Required?
    1. Re:Sterio vision is NOT 3D by TheTurtlesMoves · · Score: 1

      Its not the first time this sort of "3d" has had a day in the sun, it just never seems to last. Quake 3 supported stereo vision since its release, so 3d for games has been there for quite a while and yet its still not popular. I also think you have hit the nail on the head. Our brains are already getting most of the 3d out of a 2d image in the first place. The parallax is not a big addition and adds more problems that it solves. Hell in far shots (where close and far things are far away from the camera), parallax doesn't even play a roll in real scenes.

      I avoid 3d films because they don't add anything for me, and they charge extra.

      --
      The Grey Goo disaster happened 3 billion years ago. This rock is covered in self replicating machines!
    2. Re:Sterio vision is NOT 3D by cgenman · · Score: 1

      Of course, for stereo vision at home you need a display capable of 120 Hz cycling, a little bluetooth dongle for timing, shutter glasses, and a relatively recent iteration of HDMI. All of these things the television makers have already done, and done cheaply. Now they're hoping to upsell this existing technology for a premium,

      The Sega Master System had 3d shutter glasses almost 30 years ago. It worked rather well, actually. But without the CPU strength to do much with the 3D, the $100 premium that the glasses system added was too much for most people. Now we have a nice convergence of system strength, affordable screens, and an industry desperate for something past "HD!" to keep prices up.

    3. Re:Sterio vision is NOT 3D by Nursie · · Score: 0, Flamebait

      Stereo has yet to prove that it really provides any kind of advancement for image presentation.

      Really? It's proven to me.

      Put glasses on, -> image looks much more real and present. It's pretty much that simple, IMHO.

      "You are not even getting vertical parallax,"

      I don't know about you, but my eyes are arranged horizontally. Other than that your argument seems to be "we don't know how to use it yet". OK, cool, it's going to improve over time.

    4. Re:Sterio vision is NOT 3D by TheVelvetFlamebait · · Score: 1

      Therefore, a "regular" move IS IN 3D

      To some extent. On the other hand, most people can tell the difference between a "regular" movie, and a "3D" movie/game. Regardless of whether or not you say a "regular" movie is in 3D, there is some distinction somewhere in the brain, and thus there is room for preference.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
  28. Put crosshairs on only 1 eye by khchung · · Score: 2, Interesting

    Just like a real gun sight, you only look through it with one eye. So just put the crosshairs and other HUD elements on either left or right eye (configurable), then when the player wish to aim better, he can close the other eye (just like aiming a real gun).

    For iron sight, even better, only the right (or left) eye would be aligned with the iron sight, the other eye would be looking down the barrel a but from the side.

    The HUD elements would appear as if the player is wearing a transparent display over one eye.

    --
    Oliver.
    1. Re:Put crosshairs on only 1 eye by SheeEttin · · Score: 1

      Just like a real gun sight, you only look through it with one eye. So just put the crosshairs and other HUD elements on either left or right eye (configurable), then when the player wish to aim better, he can close the other eye (just like aiming a real gun).

      Or, if you're cool like me, you can relax the muscles in your eye, and entirely defocus and ignore one eye. :D
      (Interestingly, my mother can do this too. I wonder if there's a genetic component.)

      You've got to be careful about putting stuff only on one eye, though. Do it too much or with important information (i.e. the HUD) and you could end up inducing some kind of lazy eye (amblyopia or strabismus) in the user. (I'm no optometrist, though.)

    2. Re:Put crosshairs on only 1 eye by phillips321 · · Score: 1

      +1. This would make the game more realistic but with the amount of aiming we do how would our left eye lid cope with the closing opening all the time!!!

    3. Re:Put crosshairs on only 1 eye by Nursie · · Score: 1

      I can do that with both eyes!

      But not one at a time, no...

    4. Re:Put crosshairs on only 1 eye by Anonymous Coward · · Score: 0

      Wrong! I'm cool but I cannot do that. ;P

    5. Re:Put crosshairs on only 1 eye by Fri13 · · Score: 2, Interesting

      Only amateurs close other eye when aiming.

      I can shoot as well with both eyes, by both sides. No matter do I keep a rifle or pistol in my left or right hand/shoulder. I sometimes even aim by crossing the sight line. Few persons only can aim correctly without aiming by other eye only. Both my eyes are as well dominant. I can choose which one I use as primary. As a special jäger and a sniper I had lots of benefit from that in the army. All the close quarter movements inside buildings were easier as I had no problems to use weapons in both sides. Same thing was with forrest in quickshootings where I could easily take the best position on cover, without caring on which side the cover was. With two pistols it was very easy to aim trough both iron sights. And if you need to shoot different sides, it is even easier when you do not need to rotate head but just watch that side iron.

      But there is as well bad sides from it. When waking up or very tired (3 days a row) I can loose the control and I can see two images both times. It actually takes a second to close eyes and open again first the other to gain back the control. It is not good feeling when both eyes are trying to find point of the focus in different distance.

      Thats why I as well like FPS games where you can switch the side from which side you look (if from behind). And I hate when you can not switch the side depending the situation or when you can not lean. It really breaks the illusion what is there (they are games after all).

    6. Re:Put crosshairs on only 1 eye by Viperpete · · Score: 1

      Strangely enough, I also can do this. I am ex-military and have a goodly amount of firing and tactical training. Personally, I (depending on current firing hand) aim with one eye and scan for targets and use peripheral vision with the other. Thinking upon it, I am fairly ambidextrous, I wonder if there is any relationship.

      --
      loose: not fitting closely or tightly != lose: to suffer the deprivation of
    7. Re:Put crosshairs on only 1 eye by Viperpete · · Score: 1

      I wish I had read your post before I posted to to parent, very insightful. From your comments I am sure you have more weapons training/experience than myself, I was mostly trained for ship self defense, tactics and room entry. I agree with your whole post.

      I dislike the same things about FPS's, especially where when using a single pistol you cannot switch hands or walk/stand/fire single handed side profile or go low prone to fire from beneath low cover, we were trained to be able to fire from under a 1" - 2" gap at ground level.

      Generally such things have turned me off most FPS's

      --
      loose: not fitting closely or tightly != lose: to suffer the deprivation of
  29. Meh by InfiniteZero · · Score: 1

    3D shutter glasses have existed forever on high-end workstations, and remained a niche for a reason. Back in ~1995 when Descent 2 came out with 3D capacity, I rushed out to buy a pair of compatible glasses (~$150, a lot of money for a college student), and was promptly underwhelmed.

    The game did a great job, but I remember one of the problems was that the small computer monitor (compared to the silver screen in a movie theater) makes the 3D effect extremely unnatural, almost like peeking through a tiny window into a midget infested world. On the other hand, when looking at 2D, I think the brain knows it's fictional and automatically applies suspension of disbelief and subconsciously scales things up. I suspect the whole situation is not unlike the uncanny valley in robotics.

    Or maybe it just takes some get-used-to. In any case, it's definitely a gimmick -- like others said here, but not a gaming-changing one (pun intended).

    P.S. You can still download Descent 1 or 2 for free. After almost two decades it's still more playable than most modern flying/shooting games out there.

    1. Re:Meh by Anonymous Coward · · Score: 0

      I think the brain knows it's fictional and automatically applies suspension of disbelief and subconsciously scales things up.

      You are your own brain and apply your own suspension of disbelief. While playing the game, you couldn't avoid the reality of over paying for the damn thing, and therefore wouldn't choose to suspend the disbelief. Doesn't anyone know anything about personal responsibility anymore?

    2. Re:Meh by Anonymous Coward · · Score: 0

      your brains being a jerk
      you seem like a nice guy though

  30. I don't get why this isn't done on computers by Sycraft-fu · · Score: 1

    I can understand this is maybe not of so much interest for console gaming since often you are talking playing in a room with more people on one display and this is a one person only technology. However PCs are designed for single person use, so this would work well. What's more, it would be rather cheap to implement. No new display needed, just a cheap IR camera to mount on the PC and something to wear on your head.

    I won't get a 3D glasses display for the computer. You need a new monitor, that does not have very good colour or viewing angles for the cost, glasses, and a really high end 3D card since you need to double the FPS. I would get something that does this since it would integrate in to my existing setup.

  31. Your eyes don't change focus when playing 3D games by LKM · · Score: 1

    In 3D-WoW, the interface is closer to you than the game world, so if you're focusing on something in the world, your interface elements all split into 2. This is particularly weird when trying to click on things in the game world. If you focus on the creature or whatever, you have 2 mouse cursors. If you focus on the cursor, there are two creatures.

    Are you entirely sure? This is something I haven't experienced while playing 3D games, and it strikes me as extremely strange, since your eyes don't actually change focus when you play 3D games. They always focus on the TV. Even though some things appear to be farther away than other things, they should all be in perfect focus.

    To put differently, you have infinite focus when playing 3D games, unless the game itself decides to artificially put stuff out of focus, but in that case, changing the focus of your eyes wouldn't do anything either, since the game would determine to focus point.

  32. How does 'focus' effect things? by Chuck+Chunder · · Score: 2, Informative

    I don't understand how 'focusing' as you describe it can be a problem. Regardless of the simulated 3d, the distance your eye focuses on is the distance from you to the screen. The 3d effect is due to your eyes getting different pictures, not because you eye is actually focussing at different ranges.

    This is my main problem with 3D (live action) movies, the 3D effect is fine when you are looking at what the camera is focussed on but if you try and look at something in the foreground or background the effect is ruined because that area remains out of focus no matter how hard you look at it.

    --
    Boffoonery - downloadable Comedy Benefit for Bletchley Park
    1. Re:How does 'focus' effect things? by Anonymous Coward · · Score: 0

      Ok, so we could assume he meant "focus" literally, and then the entire post made no sense.
      Or we can assume he meant something different, but related, by "focus", and everything he said makes sense. (Obviously, by "focus on" he meant "look at" or more specifically "converge your eyes to".)

      Guess which one makes you look like an ass?

      I understand the importance of dropping your (legitimate) criticism of stereoscopic cinema in an article about stereoscopic games, just in case anyone cares... but for anyone reading this who might be drunk enough to think your point has any application to the topic at hand, let me clear that up: games are rendered, not filmed, and it takes more processing power and hurts gameplay to provide limited DOF by blurring the foreground and/or background. So it's pretty likely that this, like every other game out there, has infinite DOF. One more reason stereoscopic TV is still controversial, but we've had stereoscopic gaming and CAD on the PC for about a decade

      Oh, and GP's notion of projecting toolbars onto non-orthogonal surfaces in the game environment == madness. The cursor (when it's a logical cursor, as in WoW, rather than a representation of a real-world gunsite or HUD) should definitely float on (or slightly above) the object you're pointing at. But toolbars and such need to remain parallel to the screen; if you want them to float inward till they hit terrain/objects, that's ok, but keep them flat. IMO, they'll behave better if they're more like half that depth, but parallel to the screen is the main thing.

    2. Re:How does 'focus' effect things? by Chuck+Chunder · · Score: 1

      Guess which one makes you look like an ass?

      The subject of my post asked how it effected things. My comment said I don't understand it. I did not question his personal experience or say he was wrong.
      I am more than happy to admit a lack of understanding (while explaining what I do understand) in the hope that he (or someone) can enlighten me.

      Unfortunately I got an ass like you replying instead.

      --
      Boffoonery - downloadable Comedy Benefit for Bletchley Park
    3. Re:How does 'focus' effect things? by Jason+Kimball · · Score: 1

      Besides 3D movies, have you used some type of 3D display? Whether you noticed it or not, there are actually two types of focusing going on a the same time.

      I'll call the first type "stereoscopic depth". The disparity between the two images that each eye sees is what gives the 3D illusion, as your eyes try and focus to different depths in order to fuse the two images. You can visualize this, as mentioned below, by holding your finger at arms length and switching between that and your monitor. You should see two blurry fingers when you look at your monitor.

      The second type I will call "image depth". This is the focusing of the lens of your eye to get a sharp image projected on to your retina. You can visualize this with an outstretched finger, but this time close one eye. With the open eye switch between your finger and monitor and notice how your finger is still blurry when focused on your monitor, but much more subtly. This actually hinders most stereoscopic displays, because your brain has trouble compensating for the fact that when it focuses on the "stereoscopic depth" it is getting the wrong "image depth".

      In 3D movies, you don't notice it so much because the focal plane is already so far away, however for TVs or computer screens, or even head mounted devices, the effect is much more pronounced. It is also one of the contributing factors to sickness and headaches while using VR environments.

      So while you say that your eyes will always be focused on the computer screen, you actually have it backwards. Your eyes will be trying to focus on the perceived 3D depth. And therefore, you will not be able to perceive both near and far objects as being in focus at the same time, just like in real life, and jumping between them rapidly could cause more of a problem than in real life because you are missing the 2nd focus queue of proper "image depth".

    4. Re:How does 'focus' effect things? by Devout_IPUite · · Score: 1

      Your wording could have used work, it came off as condescending. (I know where you're coming from, I come of as condescending all the time when I never meant to).

      Your eyes converge and focus to the same depth usually. Your eyes cross so that a normal line from each pupil intersects at the object you're looking at. The focus works a similar way where each eye twiddles itself to converge at that same point.

      3D video messes with this. Your eyes converge like the objects is 20 feet away or 3 feet away, but the screen is five feet away. I'm not sure what your eyes actually do, but there are some health concerns about it. I suspect it's probably fine (in moderation?), but I'd like to see more research done.

    5. Re:How does 'focus' effect things? by xtracto · · Score: 1

      How does 'focus' effect things?

      Grammar question:

      Is the word "effect" correctly used in this sentence? or should parent poster have used "affect".

      I ask as a non-native English speaker... as from my English education I know it should be *affect* but I have seen a lot of people in slashdot use "effect" in this sense and now I am confused :(

      --
      Ubuntu is an African word meaning 'I can't configure Debian'
    6. Re:How does 'focus' effect things? by Anonymous Coward · · Score: 0

      Semantics nitpick: your question is about spelling, not grammar.

      To answer your question: you are right, it should be "affect" not "effect". A lot of people on Slashdot are very bad at spelling.

    7. Re:How does 'focus' effect things? by cynyr · · Score: 1

      the problem is the tracking reflex, my brain/eyes will automatically try to focus on something in the background if i find it interesting. This isn't so much of a problem for a video game, as they don't have to implement any sort of camera depth of field. If you use a real camera you have a depth of field, and therefore some of the things in the background or foreground are not going to be in focus, no mater how hard your eyes try. So if you are a person inclined to look outside of the main object in focus(say a computer terminal behind the actor) you end up causing yourself eyestrain as your reflexes try to make it come into focus at it's presumed depth.

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    8. Re:How does 'focus' effect things? by trentblase · · Score: 1

      I think he meant "convergence." I think you knew what he meant too.

  33. Re:Your eyes don't change focus when playing 3D ga by fredmosby · · Score: 1

    Try this experiment: Hold your finger about half way between your face and the computer monitor. Look at your finger. Without moving your finger look at a specific icon computer monitor, preferably something directly behind your finger. Without looking directly at your finger how many fingers do you see? (The answer should be two). He's talking about the same effect, and it has nothing to do with the actual focus of your eyes, but rather which direction your eyes are pointing. See Stereopsis.

  34. Re:Your eyes don't change focus when playing 3D ga by CapOblivious2010 · · Score: 1

    I think by "focus" the parent really means the effective 3D distance - that is, the amount by which your eyes have to "cross" to align the two images... sort of like how a spot on the windshield drives you crazy, because when you're looking at the road, you see two spots - but when you look at the spot, you see two roads!

  35. Fuck it by AmonTheMetalhead · · Score: 1

    I don't care at all for this stereoscopic shit they call 3D, what ever happened to the good old 2D platformers such as Sonic & Mario and all the others? Why is it that the majority of games these days are FPS of some variety that basically suck donkey balls? It used to be about fun, now it's about polygon counts & gore.

    1. Re:Fuck it by Terrasque · · Score: 1

      You might want to have a look at Owlboy, then. A 2d platform'ish game coming to pc and xbox. It's also the winner of Norwegian Game Award 2010.

      From the jury's description:

      The game has a distinctive 2D retro style and is full of neat little details and surprises. It stays true to its 8- and 16-bit legacy while adding its own qualities and avoiding the risk of becoming just another bland copy. We believe that the mix of puzzles, smooth platform gaming and beautifully pixeled graphics will make Owlboy appeal to a wide range of age groups and gamer types, and each member of the jury would happily buy the game as-it-is today.

      --
      It's The Golden Rule: "He who has the gold makes the rules."
    2. Re:Fuck it by AmonTheMetalhead · · Score: 1

      Thx for the link ;)

  36. Nonpaid review. by Anonymous Coward · · Score: 0

    FWIW, Killzone 1 and 2 were great games with interesting and compelling story lines.

  37. Re:Your eyes don't change focus when playing 3D ga by Anonymous Coward · · Score: 0

    Try this experiment: Hold your finger about half way between your face and the computer monitor. Look at your finger. Without moving your finger look at a specific icon computer monitor, preferably something directly behind your finger. Without looking directly at your finger how many fingers do you see?.

    I see diamonds?

  38. Re:Your eyes don't change focus when playing 3D ga by Aladrin · · Score: 2, Informative

    'Focus' is the wrong word.

    Long ago, when I had a CRT, I played Everquest with 3D shutterglasses. It was amazing. But he's right about the interface elements doubling up. Your eyes don't have to refocus, but they do have to change alignment so that both pieces of whatever you're looking at are in the center of your vision. The greater the 3D effect, the more you'll notice this.

    And for the record, it was amazing in 3D. At the time I didn't think it would be that much different, but it was somehow so much more amazing just by adding the 3D effect.

    --
    "If you make people think they're thinking, they'll love you; But if you really make them think, they'll hate you." - DM
  39. Make it like a laser pointer by Anonymous Coward · · Score: 0

    So the crosshairs show up on whatever surface is the closest one to where the gun is being aimed.

  40. Sterio vision is NOT parallax by Half-pint+HAL · · Score: 1

    Sorry, but stereoscopic vision is stereoscopic vision -- 3D by triangulation. This is only required for static depth perception.

    Parallax is an effect that is caused by motion. It is depth perception due to motion on a PARALLel AXis. Even Wolfenstein 3D had parallax. Strafe sideways -- horizontal movement, horizontal parallax. Die -- fall down the vertical axis, vertical parallax.

    All 3d games already have two dimensions of parallax, and the addition of stereoscopic vision is one more element in building the 3D experience. What's missing? Well, as yet focus pulling is beyond our computational means, so we don't get to blur things that the player isn't looking at. Some of the light/contrast effects (eg mach banding) are still too complicated. But all in all we're getting there step by step.

    HAL.

    --
    Got them moderator blues I blieve I walk out the do', With these mod-points I been gettin', I 'most never post no mo'
  41. What about the cost? by LobsterMobster · · Score: 1

    I'm not going to play a tiny violin for the developers. I'm talking about the cost in computing power. It's not like there's a tiny little scene inside your PS3 and this new stereoscopic 3D just adds a second camera to film it. The PS3 needs to render the same scene twice, from two different angles. Even if you can turn off the 3D they're not going to throw all that extra computing power into making the "2D" version look even better. Else all the people who bought their overpriced 3DTVs would start crying about how it isn't fair that their new toy isn't magical.

  42. Stupid game designers will always have problems by Targon · · Score: 1

    If your entire focus is on making games that involve running around shooting things, then of course you will have problems with the crosshairs. If the game isn't focused on that, and instead is based on...I don't know, plot and trying to use your brain to solve problems instead of shooting everything that gets in your way, then the game may not have any of that sort of thing to get in the way of the field of vision. What these so-called game designers are running into is being sucked into making new versions of the same old military "if it moves, shoot it" type of game. How many World War II combat games can they come out with before they lose their audience? Ok, future version with lasers and larger explosions, but the same basic gameplay....it runs out of steam eventually.

    So, focus on making a game that is fun, and where you only end up in "combat mode" a small portion of the time, and the rest involves playing without the obstructions. Come up with NEW ways for players to play, from the violent methods, to diplomatic, to stealth. The game industry really started in the 1970s, and it is amazing that the focus has come down to different flavors of the same game, with some rare RPGs that show up less and less frequently.

  43. Erk. by DaVince21 · · Score: 1

    I was thoroughly confused by this article until the end of it, when I realized they meant "new" 3D (aka glasses 3D). Sigh.

    --
    I am not devoid of humor.
  44. Dress Up Games by duyuoc · · Score: 1

    Play Free Dress Up Games