
3D gaming will succeed…
note from NamelessTed. This article is from a reader of the website known as ryhanon. He actually sent me the article about a week or two ago but I never got around to copypasta it on here. I am also too lazy to make an account to post under his own name so this will suffice for the moment. Ryhanon, sorry it took me so long to post this.
…but not in the way you might expect.
There has been quite a bit of talk and excitement over the prospect of 3D gaming of late. CES featured several big companies pushing their 3D offerings pretty strongly and it’s nigh impossible to read a gaming or tech website without finding their take on the effects this latest 3D phenomenon is having in relation to both movies and video games.
Not content to be left out of the discussion, I figured I’d share my thoughts on the topic, specifically with regards to gaming. I believe 3D gaming is an inevitability, but I don’t think it’s going to happen as most people expect. The two big technologies being pushed seem to be stereoscopic and autostereoscopic displays. I think it’s important to understand the basics about the different 3D technologies available and what is both good and bad about each.
First are stereoscopic displays, this is the most familiar and common technology used in movie theatres (think Avatar, etc) and require the viewer to use some type of glasses in order to experience the effect. The good thing about this is that it is a relatively cheap solution as it doesn’t require any hardware other than the glasses. However, that is also one of the negative aspects of stereoscopic displays – the expense ramps up pretty quickly if you need to buy additional pairs of glasses so that family and friends can enjoy the experience as well. It can also be cumbersome for those that already wear glasses, trying to cram two pairs of glasses on your face is often not an easy task. Not to mention the glasses look ridiculous and most people are not thrilled about having to wear them.
A second, less common option, are autostereoscopic displays. These displays are designed in such a way that each of the viewers eyes see different columns of pixels. For example, the left eye would see all odd-numbered lines while the right eye sees all even-numbered lines. This creates an area in front of the display where a stereoscopic depiction is possible, the result is a convincing 3D image without the need of any ridiculous glasses. If you’ve ever looked at one of those Magic Eye pictures then you should understand the general idea.
Unfortunately, there are a number of drawbacks to this approach. First, since each eye only sees every other column of pixels, the horizontal resolution is effectively halved – meaning instead of a 1920×1080 resolution you’re seeing only 960×1080. Another problem is that the size and angle of the area in which the 3D effect is visible is generally fairly small; if you step outside of the effective zone, the depth the image is given will invert. Some of the newer displays mitigate this problem by utilizing an eye tracking system that adjusts the picture in real time, granting the user a larger effective viewing area, this obviously comes at additional expense to an already very expensive solution. Yet another common problem experienced by some users (myself included) is intense eye strain and headaches caused by long viewing exposure (this also applies to stereoscopic displays).
Another option, one that is receiving far less attention, is head tracking for standard displays. This is the best option for gaming as far as I’m concerned. Head tracking can be accomplished easily and cheaply, requiring nothing but software and a camera (think the Sony EyeToy or Natal). It works by using a camera to track the position of the users head in relation to the display and adjusts the image according to that individuals perspective (most of you have probably already seen this video, but it’s a fantastic example of the technology; note that his example requires LED head gear only because that is a limitation of the Wii).
Head tracking does not cause eye strain or headaches from prolonged use (at least, no more so than is caused from watching standard TV for a prolonged period) and, just like autostereoscopic displays, produces a convincing 3D effect without the use of glasses. The only major drawback with head tracking is that, because it can track only a single user at a time, the perspective will be incorrect for anyone else who may be watching. However, given that gaming is generally enjoyed alone this is probably not as big a drawback as it is usually interpreted to be – keep in mind that even when you’re playing online multiplayer, it is only *your* perspective that matters, not the other person on the couch.
I believe head tracking will become the most prevalent 3D gaming solution in the long run, especially after Sony and Microsoft introduce their motion controllers and more people have the EyeToy / Natal in their homes. In fact, head tracking has already been used in several games, the most recent example I can think of is Need for Speed: Shift and it has been announced that Gran Turismo 5 will also support it.






