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AMD Quad-Buffer SDK For Incorporating Stereoscopic 3D Support

August 4th, 2011 · 4 Comments · General 3D News


AMD has has recently made available an SDK for developers willing to add support for AMD’s HD3D stereoscopic 3D technology in their applications. The SDK allows developers to access AMD’s Quad-Buffer API to support stereoscopic 3D displays that require frame sequential or frame packed format input using custom DirectX 9, 10 and 11 extensions. The API can be used for playing DirectX games in stereoscopic 3D mode, 3D video playback applications and viewing of 3D photos. It also abstracts the underlying display interface technology, so that the developer doesn’t have to code differently for DisplayPort, HDMI, DVI, or VGA 3D displays as the transport mechanism of the stereo 3D image pairs is transparent to the application.

Have in mind that this API is supported only by the following AMD GPUs: Radeon HD 5000 series and Radeon HD 6000 series, no older video cards can be used if you wish to have support for AMD HD3D technology. There is support available for DirectX 9, 10 and 11 (DirectX only). HDMI 1.4a 3D displays support is included in the latest AMD Catalyst drivers (11.7) and the latest beta drivers version 11.8 also introduces official stereo 3D support for DisplayPort and DVI interfaces according to AMD. The SDK package contains brief, but useful documentation as well as some samples to quickly get you started in implementing the AMD HD3D support in an application or a game.

For more information and to download the AMD Quad-Buffer SDK…

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4 responses so far ↓

  • 1 No.6 // Aug 4, 2011 at 21:13

    Just what we need; more factionalism. Yep, companies are surely going to jump into stereoscopic development now that they’ll have to code differently for each graphic chipset! (not).

  • 2 BlackShark // Aug 4, 2011 at 23:37

    It’s much better to have it than not having it.
    iZ3D, DDD and a select few developers have already been using the beta version of this SDK.

    It’s the only way to output hdmi frame-packing and the only stable way so far to achieve stable frame sequential output in games (DLP link and a few other displays).

    For these displays, there are only two options depending on the graphics cards :
    Nvidia has 3D Vision SDK with explicit 3D mode
    ATI has this SDK

    It’s exacly the same situation as with compute shaders before DirectX 11.

    If you’re not happy with this situation, blame Microsoft for failing to standardise 3D in DirectX 11, and lobby as hard as you can to force them standardizing it in the next DirectX spec update (be it DX11b or DX12)
    OpenGL has that standardized for over 10 years (OpenGL Quad buffer)

  • 3 Nick 3DvB // Aug 8, 2011 at 15:14

    The way things are going most new “PC” games will just be console ports with engine level 3D support anyway, this SDK should make it simple for games devs to plug their L/R output into the ATI driver.

  • 4 Brad // Aug 9, 2011 at 06:39

    @BlackShark Yes OpenGL has quad-buffer, but NVIDIA and ATI do not let you use it on their standard graphics cards, you must buy their $1000+ Quadro or FireGL cards to do it, thus proving it pointless for games and any consumer app.

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