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any idea if VO will work with these?
Your link results in a login/signup page for me, so I'm not sure what product you're talking about. However, I can tell you that our game works well with the Nvidia Stereo3d drivers and my binocular HMD. Any other device that relies on a frame-sequential signal, like shutter-glasses, should also work. But! as far as I know, the only way to get this output is with an Nvidia card under windows (with Nvidia's stereo3d drivers).
http://www.newegg.com/Product/Product.asp?Item=N82E16826504001
what i'd really like to do is to be able to send the signal for the left eye to one moniter and the right eye to another. then use polorizing film to allow my right eye to only see the right side and left the left.
EDIT what brand and modle is the "binocular HMD"
also im not sure how well this will work on a geforce 4 with 128mb of ram might require some tweekage.
what i'd really like to do is to be able to send the signal for the left eye to one moniter and the right eye to another. then use polorizing film to allow my right eye to only see the right side and left the left.
EDIT what brand and modle is the "binocular HMD"
also im not sure how well this will work on a geforce 4 with 128mb of ram might require some tweekage.
neat i want to play vo in 3-D would be very immersive i would love it
The two monitor thing would require some sort of vga-input-at-frequency-X to 2-vga-outputs-at-frequency-X/2 device. I'm not aware of any commercial devices like that, but maybe one of our resident video-signal experts can say how do-able it would be. In the realm of CAD and such, two separate left/right outputs/inputs is the norm, but applications have to support that type of stereoscopic output specifically. Nvidia's stereo3d drivers do their magic without game developers' support (though they can do things to make the stereo output suck- usually in the name of optimization). What I have is the iGlasses3d-svga - it takes a 100hz 800x600 signal and shows each eye a nausea-and-headache-inducing 50hz. :) The Z800 looks nice; they took steps to reduce the flicker, and OLED <drool>
So, I don't really recommend the iglasses, but I do recommend http://VRealities.com , who I bought them from. They have the best selection of VR gear I've found in one place, they were very helpful with my questions, and I got a decent price on my HMD/head-tracker.
So, I don't really recommend the iglasses, but I do recommend http://VRealities.com , who I bought them from. They have the best selection of VR gear I've found in one place, they were very helpful with my questions, and I got a decent price on my HMD/head-tracker.
AAAAAHHH!
it's that damned virtual boy again!!!!
it's that damned virtual boy again!!!!
ok i might get them and just eat asprin when i play. what i was thinking of was rather than flipping back and fourth between the two images, display both at once right next to each other, using eyeware to filter out one side of the image or the other depending on wich image and wich eye.
I understood what you meant, and it's theoretically possible; you'd just have to separate the two viewpoints from the frame-sequential signal.
ahh ok i see what you mean now, im not sure how to do that myself but a buddy of mine has written his own video drivers in the past ill see if he feels up to the task, could have some really cool results.
It's sad really. Stereoscopic viewing is not a new technology. 3-D gaming is not a new technology. What is taking so long for these two most obvious of bedfellows to come together?
On the part of the game developer there job is relatively simple. The view we typically see on the screen of any 3D game is created by a virtual camera representing our character's point of view that we move around through the 3D environment. So all the game developers have to do is create two more virtual cameras slightly offset to either side of the centered one to represent the left and right eye points of view. These two virtual cameras would do nothing while playing in normal mode. When the player switches to 3D mode the center virtual camera goes dead and the left and right become active. Then from there they just alternate frames displayed on the screen. One frame from the left, one from the right, one from the left and so on and so on.
Once that's done all we need is a pair of USB LCD shutter glasses that would not only get their power from the computer through the usb cable but also use that usb connection to sync up the LCD shutters with the alternating frames the game is putting out.
Not really all that complicated. For years 3D gaming has not lived up to it's potential all because no one has picked up the ball and run with it. 3D gaming could be so much more immersive. Guild Devs! Please! Pick up the ball! Run! Run! Run!
On the part of the game developer there job is relatively simple. The view we typically see on the screen of any 3D game is created by a virtual camera representing our character's point of view that we move around through the 3D environment. So all the game developers have to do is create two more virtual cameras slightly offset to either side of the centered one to represent the left and right eye points of view. These two virtual cameras would do nothing while playing in normal mode. When the player switches to 3D mode the center virtual camera goes dead and the left and right become active. Then from there they just alternate frames displayed on the screen. One frame from the left, one from the right, one from the left and so on and so on.
Once that's done all we need is a pair of USB LCD shutter glasses that would not only get their power from the computer through the usb cable but also use that usb connection to sync up the LCD shutters with the alternating frames the game is putting out.
Not really all that complicated. For years 3D gaming has not lived up to it's potential all because no one has picked up the ball and run with it. 3D gaming could be so much more immersive. Guild Devs! Please! Pick up the ball! Run! Run! Run!
Hmm, I've been happy enough with nvidia's driver support on the rare occasions I use my HMD. I'm not convinced that people would be eager to use cheap shutter glasses and normal monitors for our game. Anything with noticeable flicker gives most people a headache before long. What did you have it in mind to use?
Well flicker is only noticeable if it's slow. Not having any I couldn't say wether there would be or wouldn't be or what framerate would be neccessary to avoid flicker. It's just obvious that game devs and Device manufacturers like Logitech and so on haven't even been putting forth a decent effort on this front or it would have already been in wide use for years. Obviously some testing and tweaking would be required before anything could be released to the public. testing with framerate and how far apart to space the virtual cameras representing the point of view of each eye to produce the desired effect. but red/green 3D glasses although cheap and effective(I've got a pool game that uses that technique) ruins the colors and everything looks this ugly redishgreen. Vendetta Online would look phenomenal using the shutter technique being just as effective with a sufficient framerate with out ruining color. Just flying through an asteroid field would be awesome and all the little debris flakes flying passed. Even the log in screen with that rotating station would look cool as hell. But alas we users are powerless to make this happen. It's up to the devs and the manufacturers. What little vr gear I have found that is available is either too expensive or has too many compatibility issues because the Manufactures are trying to do it all by themselves with out the cooperation of game developers.
with the advent of the new nvidia 3d vision stuff out there now, that runs at much higher frame rates, has anybody tried it yet with this game?
Nvidia was supposed to send us some units for testing, a few months ago. I'll ask them about it at E3, again.
I think it sort of works, at present, but the HUD depth is not quite right, which may make it unreasonable to use as of yet (too much front/back focusing for the user). We really need to be able to test it with actual hardware.
I think it sort of works, at present, but the HUD depth is not quite right, which may make it unreasonable to use as of yet (too much front/back focusing for the user). We really need to be able to test it with actual hardware.
Well, It's been almost a year and a half since I first replied to this thread and I finally got myself set up with a decent 3D rig. At some point a stumbled across Nvidia's 3D vision kit and after a bit of reading fount that they won't work with a mac no matter how fast that mac is so I set about collecting parts and built myself a windows machine around Nvidia's 3D glasses. That's right, a mac user jumped ship. I'll miss the os but they've been spreading themselves too thin with iPods, iPhones and now iPads and dropping the word computer from their company name altogether their computers haven't been getting the r&d attention they used to.
Anyway, back on topic, Vendetta looks every bit as awesome as I imagined it would. With the exception of the ice roids. They're actually a bit painful to look at with 3D glasses for some reason but everything else looks outstanding
Anyway, back on topic, Vendetta looks every bit as awesome as I imagined it would. With the exception of the ice roids. They're actually a bit painful to look at with 3D glasses for some reason but everything else looks outstanding
What's the HUD experience like?
Glad to hear it works ok. We'll check into the ice thing as soon as we have testing hardware.
Glad to hear it works ok. We'll check into the ice thing as soon as we have testing hardware.
cool, now im starting to consider adding a third moniter, the two 24inch syncmasters I have only go to 80hz, not the required 120, though I've got a real nice 21inch crt that will go that high.
@look... no hands
I had a crt that went that high too but not at max resolution. Every time I set it to 120hz the resolution automatically got cut way down.
@incarnate
The hud just sits right at screen depth kind of like the ui in WoW (if you've ever played that in 3d) which seems appropriate. Everything looks great. stations, roids, ships. I found that if I cut the ice refraction down to the lower setting then the icey roids look okay.
by the way I emailed Nvidia and pointed out that this game is missing from the list of games that the glasses work well with. Hopefully they'll check vendetta out and add it to there list. :)
I had a crt that went that high too but not at max resolution. Every time I set it to 120hz the resolution automatically got cut way down.
@incarnate
The hud just sits right at screen depth kind of like the ui in WoW (if you've ever played that in 3d) which seems appropriate. Everything looks great. stations, roids, ships. I found that if I cut the ice refraction down to the lower setting then the icey roids look okay.
by the way I emailed Nvidia and pointed out that this game is missing from the list of games that the glasses work well with. Hopefully they'll check vendetta out and add it to there list. :)
the one in particular i'm talking about actually ran at that rate, and higher.
@incarnate
Getting back to the ice roids, I just jumped into a station sector in the Itan system that had a lot of these in it. "Ow my eyes!" so I came to a complete stop and looked at them for a few seconds then hit the button on the ir transmitter to shut off 3D mode and suddenly there were many more roids than I could see with 3D mode on. I turned 3D mode back on again and all those extra roids disappeared. Not completely of course. I could make out faint blue rocks but it's as if they no longer reflect sunlight with 3D mode on.
getting back to the hud, I just did a little light botting in one of the roid fields in the Itan system and quite enjoyed that in 3D. It's pretty cool seeing your enemy out there and watching your shots zoom towards him. The only discomfort at all was the little red box the targeting puts on your targeted enemy. That seems to get drawn with the same depth as the enemy out in space which caught me of guard at first because if it's something your hud is drawing then it should be at the same depth level as the rest of the hud but just over the direction where the enemy is so you'd be looking through the red box on your hud to the enemy in the distance.
Wasn't to tough to get used to though. It still serves it's purpose. Shows you where to look for the enemy and once you have visual on the enemy you can ignore the little red box.
Getting back to the ice roids, I just jumped into a station sector in the Itan system that had a lot of these in it. "Ow my eyes!" so I came to a complete stop and looked at them for a few seconds then hit the button on the ir transmitter to shut off 3D mode and suddenly there were many more roids than I could see with 3D mode on. I turned 3D mode back on again and all those extra roids disappeared. Not completely of course. I could make out faint blue rocks but it's as if they no longer reflect sunlight with 3D mode on.
getting back to the hud, I just did a little light botting in one of the roid fields in the Itan system and quite enjoyed that in 3D. It's pretty cool seeing your enemy out there and watching your shots zoom towards him. The only discomfort at all was the little red box the targeting puts on your targeted enemy. That seems to get drawn with the same depth as the enemy out in space which caught me of guard at first because if it's something your hud is drawing then it should be at the same depth level as the rest of the hud but just over the direction where the enemy is so you'd be looking through the red box on your hud to the enemy in the distance.
Wasn't to tough to get used to though. It still serves it's purpose. Shows you where to look for the enemy and once you have visual on the enemy you can ignore the little red box.