A valid point for a single person viewing interactively (Johnny Chung method), but perhaps not so much for an audience of non-interacting viewers (anaglyph/shutter) or still-"life" snapshots to be viewed later in print/web (anaglyph/sterogram/etc).
Throw them all in and let the people/businesses/.edu's choose and buy appropriate equipment to match if they want these features. I personally would suffer some FPS for the occasional enhanced immersion. Nice stuff. :) - Timeless Philip Rosedale wrote: > I remain skeptical that people will ever want to suffer a large > performance cost in visual acuity or frame rate for the benefit > delivered from binocular disparity. I think that using a camera to > detect eyepoint and shifting the view frustrum in the manner > demonstrated by Johnny Chung Lee with his Wii experiments is probably a > more compelling way of enhancing the sense of depth, and this approach > imposes no additional rendering costs. While some people are not even > sensitive to the information conveyed by a stereo pair, everyone can > clearly see the effects of properly moving the eyepoint. > > Philip > > David Parks wrote: >> >From reading an interview about the technology, it sounds like NVIDIA >> is revisiting their old method of implementing the stereoscopic effect >> in the driver. They did this several years ago, but it was >> ill-timed. The shutter glasses require 120hz displays, and at the >> time they tried to market this originally, 120hz CRTs were common, but >> then everyone switched to 60hz LCD with 16ms response times. Now >> 120hz LCDs are flooding the market, so it's time to try again. >> >> >> The old method relied on depth buffer post-processing, so screen space >> effects were a no-no and there were always ugly artifacts around >> silhouettes. It sounds like the new method actually runs through the >> command buffer twice, generating two entirely separate images. Time >> will tell how well it interacts with multiple render targets and >> deferred rendering. Since this is implemented in the driver, there's >> not much we can do about making impostors play nice. They'd basically >> look like cardboard cut outs in the background. If someone is >> enabling stereo display, though, they've probably got a pretty intense >> rig, so turning impostors off is an option. >> >> >> Dale Mahalko wrote: >>> While I have not looked at the code for render-to-texture, it sounds >>> to me like it could be fairly easily updated to work properly with >>> stereoscopic viewers. The code just needs to run a second time to make >>> stereoscopic image pairs with depth perception. >>> >>> Rather than making one "impostor in the middle" as for the current >>> single-eye viewer that offers no depth perception, it would make two >>> impostors, each rendered slightly offset to the left and right of the >>> center camera view and aligning with the stereo viewer's eye >>> separation distance. >>> >>> - Dale >>> >>> >>> On Wed, Sep 17, 2008 at 5:05 PM, Brad Kittenbrink (Brad Linden) >>> <[EMAIL PROTECTED]> wrote: >>> >>>> The main issue is that after impostors were introduced, we've been using a >>>> bunch of render to texture all over the place, so dropping in stereo won't >>>> 'just work' in current viewers. A problem that will only get worse if/when >>>> the shadow-draft branch gets beyond the draft stage. >>>> >>> _______________________________________________ >>> Policies and (un)subscribe information available here: >>> http://wiki.secondlife.com/wiki/SLDev >>> Please read the policies before posting to keep unmoderated posting >>> privileges >>> >> >> ------------------------------------------------------------------------ >> >> _______________________________________________ >> Policies and (un)subscribe information available here: >> http://wiki.secondlife.com/wiki/SLDev >> Please read the policies before posting to keep unmoderated posting >> privileges > > ------------------------------------------------------------------------ > > _______________________________________________ > Policies and (un)subscribe information available here: > http://wiki.secondlife.com/wiki/SLDev > Please read the policies before posting to keep unmoderated posting privileges _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
