this post was submitted on 02 Jan 2025
130 points (97.1% liked)

Technology

73939 readers
3288 users here now

This is a most excellent place for technology news and articles.


Our Rules


  1. Follow the lemmy.world rules.
  2. Only tech related news or articles.
  3. Be excellent to each other!
  4. Mod approved content bots can post up to 10 articles per day.
  5. Threads asking for personal tech support may be deleted.
  6. Politics threads may be removed.
  7. No memes allowed as posts, OK to post as comments.
  8. Only approved bots from the list below, this includes using AI responses and summaries. To ask if your bot can be added please contact a mod.
  9. Check for duplicates before posting, duplicates may be removed
  10. Accounts 7 days and younger will have their posts automatically removed.

Approved Bots


founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
[–] Buffalox@lemmy.world 0 points 7 months ago* (last edited 7 months ago) (3 children)

I would think this is way more adaptable than 3D/VR glasses, like almost every 3D game will be able to utilize this with very few changes.

[–] MudMan@fedia.io 6 points 7 months ago (1 children)

I mean... not really. You still need to send two half-res images to the screen. On principle the implementation is the same, the only thing that changes is how you're representing that stereo image on the display itself.

[–] Buffalox@lemmy.world 2 points 7 months ago (1 children)

No it's not the same, VR games need to detect head movement, and this needs to be perfectly calibrated or people get nausea.
With the 3D screen you simply duplicate what you are already doing.

[–] MudMan@fedia.io 1 points 7 months ago (1 children)

Oh, I misunderstood. I thought you meant 3D glasses for previous-gen 3D monitors that used either polarized or shutter-based 3D glasses, not VR HMDs.

But it's still a no, though. We know what it takes to get a 3D picture out of a 3D monitor, because that hasn't changed since last-gen, so you still need driver/software support to properly format the image for 3D screens. In fact, legacy support is largely gone now, I don't think it's supported on current drivers anymore, so the entire thing has to happen all over again.

[–] Buffalox@lemmy.world 2 points 7 months ago* (last edited 7 months ago) (1 children)

I can see how it's easy to misunderstand, I'll correct my post accordingly.

you still need driver/software support to properly format the image for 3D screens.

I'm pretty sure that's been a standard feature in drivers for a long time.

[–] MudMan@fedia.io 2 points 7 months ago (1 children)

Nah, it was a thing for a while, with very spotty support (source: I genuinely, unironically used this feature), and then it got cut when 3D monitors went the way of the dodo, back in 2021

[–] Buffalox@lemmy.world 1 points 7 months ago (1 children)

I bet the support is way better now, because computers generally support VR, and 3D is a subset of that.

[–] MudMan@fedia.io 2 points 7 months ago

I was saying below that I wonder how much the work in modding VR into games, which has led to some very portable frameworks, would help support for 3D monitors if they were to return...

...but that said, that's still a per-game mod thing, so I expect at least some work would remain, and you'd ideally want built-in out of the box support, rather than having to mod it in each time. Still, it's a possibility. I'd love to find out in practice.

[–] Venator@lemmy.nz 4 points 7 months ago (1 children)

It's no different on the game software side to 3d glasses, assuming it doesn't just do it as a post process on the display, which generally looks garbage and adds a ton of input lag.

[–] Buffalox@lemmy.world 1 points 7 months ago* (last edited 7 months ago) (3 children)

It’s no different on the game software side to 3d glasses,

It absolutely is. With glasses if things aren't calibrated perfectly you get nausea. The software must be able to support the sensors the glasses use to detect head movement.
With the screen being 3D you just add a 2nd eye view, which is only duplicating what the game is already doing, and you're done.

Edit:
I didn't consider old fashioned 3D glasses, they aren't really used anywhere AFAIK, so my response regards the difference to VR glasses, that track head movement, and updates perspective accordingly.

But the real difference is that drivers have VR support now, and stereoscopic 3D is a subset of that. So the technology should have a better chance of gaining traction, if it works and the price is right.

[–] Venator@lemmy.nz 4 points 7 months ago* (last edited 7 months ago)

Nobody calls a VR headset 3D glasses 😅

VR glasses are not a thing yet.

[–] Venator@lemmy.nz 2 points 7 months ago (1 children)

You're confusing the head/eye tracking part with the 3d part.

But yeah they say they have eye/head tracking too.

[–] Buffalox@lemmy.world 2 points 7 months ago

That is only to direct the 2 images the lenses create correctly to each eye to create the 3D experience. Not to create a semi VR experience.

[–] Venator@lemmy.nz 1 points 7 months ago

old fashioned 3D glasses, they aren't really used anywhere AFAIK

TIL nvidia 3d vision is not a thing anymore 😅

https://en.m.wikipedia.org/wiki/Nvidia_3D_Vision#Discontinuation_of_support

[–] Dindonmasker@sh.itjust.works 3 points 7 months ago (1 children)

I would really like that to be the case for playing 3D flatscreen games in VR.

[–] MudMan@fedia.io 2 points 7 months ago

It's cool where supported (and one of the few ways to properly emulate a 3DS without original hardware).

But mixed reality monitors in VR still look way worse than a good 3D monitor (and a good 2D monitor, obviously, but you get what I mean).

I do wonder if all the work that's been done to hack VR support into games will translate into an easier community-driven support path for something like this if it ever makes it to market.