3D Vision Blog

A normal user's look into the world of 3D Stereo Technologies

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Interview with Frank Vitz, Senior Art Director/CG Supervisor at EA

November 12th, 2009 · No Comments · General 3D News


There is a very interesting interview that Neil Schneider from MTBS and S-3D Gaming Alliance (S3DGA) did with Frank Vitz, Senior Art Director and CG Supervisor at Electronic Arts. Before joining EA Frank Vitz has worked on the first Tron movie, on the special effects for the first two X-Men movies and also on Spider-Man ride in stereoscopic 3D at Universal Studios in Orlando. Frank shares a lot of information about some of his old and new projects and his perspective about the stereoscopic 3D. The whole interview is something you should not miss, so head out to MTBS and take a look…

- Read the interview with Frank Vitz @ MTBS.com

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The Game Scorpion: Disfigured is Not Very Good in Stereoscopic 3D

November 11th, 2009 · No Comments · Stereo 3D Games


This new game called Scorpion: Disfigured caught my attention and I decided to try it out by playing in stereoscopic 3D with the help of 3D Vision, but I was very quickly disappointed from the results I got. But in order not to get the wrong impression about the game I need to point out that I’m not impressed with it’s performance when playing in stereoscopic 3D mode only, the game is fine and with no issues when it is being played normally. So I’ll be focusing on the S3D mode and what to expect from this title and not on the game itself being good or bad… ;)


With default settings the game, no profile for it, the game looks quite nice at first look in stereoscopic 3D and it seems it also takes advantage of PhysX. The convergence is almost good and the depth level is not needed that much, as most of the objects in far distance get too blurred. But taking a closer look you’ll see that the convergence can benefit a bit with manual adjusting in order to better see the gun you are holding, so you can play a bit with that. But if you try to increase the depth level a bit (it is Ok only at low level), you’ll start noticing a bit of ghosting around some objects and here disabling the Depth of Field option (setting it to Off from the settings) can help a bit in decreasing ghosting…


But then again, when you start playing a bit you’ll also notice some other “bugs” that are only available when you are playing the game in stereoscopic 3D mode. I’m talking about things like completely different shadows rendered for the left and right eye and thus creating a strange feeling when playing the game. Also there are some weird diamond shaped figures appearing from your gun after you shoot or from objects that have smoke coming out of them etc. All these are making kind of weird and unpleasant experience playing the game in stereoscopic 3D mode, but it is Ok if you play it normally. So anyway, my suggestion is to just stay away from this game if you plan to try it in S3D, but if you just want to play it normally it should still be fun for you if you like this type of games. The atmosphere in the game is quite nice too, so it could’ve benefited a lot from S3D if there were no graphical glitches present, but maybe they’ll be fixed at a later time with a patch…

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ViewSonic VX2268wm has Just a Bit more Input Lag than a Good CRT

November 8th, 2009 · 17 Comments · Other S3D Tech


My second video splitter, this time compatible with analogue displays arrived so I took the opportunity to connect the ViewSonic VX2268wm along with the good old Samsung CRT to a single video output of the card in order to test for input lag. As I already said in the article Samsung 2233RZ and ViewSonic VX2268wm are With the Same Input Lag and based on my previous experiences, testing with two displays connected to the two outputs of a video card and using a clone mode does not give accurate results – they simply vary too much! So in order to compare displays and have an accurate judgment on the presence or lack of input lag you must use a passive video splitter that is capable of splitting a single video signal to two displays. If you try to use an active splitter (with its own electronics and needing external power) you can again get inadequate results as this additional hardware may or may not introduce input lag too…


So, now lets get to the point where I compare the 120Hz LCD and the CRT display, using the analogue splitter cable. The following pictures were taken with 1/1000th of a second shutter speed, so that the camera can register even a 1 millisecond delay between the two monitors. At first look the numbers on the counter look the same on both displays, which is good, but the second and more detailed look reveals the fact that the millisecond counter on the LCD does not show absolutely clear numbers as on the CRT.





As a result of this test I can conclude that in fact there is a very little input lag on the 120Hz LCDs like ViewSonic VX2268wm compared on what you get on a good CRT display, but still there is some, even if it is very little. Now I’m talking about a very minor input lag and by that I mean something like 1 or 2 milliseconds at most, but then again we can also consider that the “ghosting” of the numbers on the LCD can also be caused by the slower response time of the pixels – taking pictures at 1/1000th of a second while the response time of the pixels is at 3-5/1000thof a second. But anyway to answer the question if a 120Hz LCD display is a good alternative to a good CRT display I can already say they perform as close as possible in the critical areas like input lag or the lack of such, but the LCD also has some clear advantages over the CRT technologies. So if you consider replacing your gaming CRT monitor you should definitely go for a 120Hz LCD, especially if you also consider using this display together with 3D Vision for viewing stereoscopic 3D content.

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