When viewing 3D the screensize is more important than with 2D content.
Some content like Blu-ray 3D is completely fixed and cannot be adapted depending on the screen.
When it comes to gaming with 3D Vision there is a lot more freedom but there is a significant difference between 50% depth on a small screen and 50% depth on a large screen.
Smaller screens require a bigger difference between left and right eye which often leads to crosstalk when unrelated objects overlap with high contrast.
I have a small 23,6" screen and it's definitelly hard to anticipate how any of my 3D Photograps of scenery or flowers would look on a different size display.
I also find it interesting what the maximum and minimum virtual distances are with different solutions.
When viewing 3D the screensize is more important than with 2D content.
Some content like Blu-ray 3D is completely fixed and cannot be adapted depending on the screen.
When it comes to gaming with 3D Vision there is a lot more freedom but there is a significant difference between 50% depth on a small screen and 50% depth on a large screen.
Smaller screens require a bigger difference between left and right eye which often leads to crosstalk when unrelated objects overlap with high contrast.
I have a small 23,6" screen and it's definitelly hard to anticipate how any of my 3D Photograps of scenery or flowers would look on a different size display.
I also find it interesting what the maximum and minimum virtual distances are with different solutions.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
[quote]I have a small 23,6" screen and it's definitelly hard to anticipate how any of my 3D Photograps of scenery or flowers would look on a different size display[/quote]
Yep. We could really use a whole new way of storing images. Right now all the image formats are just different ways of describing what color each pixel should be on your screen. We would be a lot better off if the image format actually described the whole 3D world, how every bit of it is lit up, and the location/orientation of the viewer. That should be possible for game screenshots - just take the information the game is feeding the graphics card and feed it to a file as well. How a camera would do something like that in real life, though.... do-able, I think, but not easy.
It's going to have to happen eventually. I'm sure whatever company actually bothers to do it first will try to patent the whole thing and make everyone pay for it.
I have a small 23,6" screen and it's definitelly hard to anticipate how any of my 3D Photograps of scenery or flowers would look on a different size display
Yep. We could really use a whole new way of storing images. Right now all the image formats are just different ways of describing what color each pixel should be on your screen. We would be a lot better off if the image format actually described the whole 3D world, how every bit of it is lit up, and the location/orientation of the viewer. That should be possible for game screenshots - just take the information the game is feeding the graphics card and feed it to a file as well. How a camera would do something like that in real life, though.... do-able, I think, but not easy.
It's going to have to happen eventually. I'm sure whatever company actually bothers to do it first will try to patent the whole thing and make everyone pay for it.
Some content like Blu-ray 3D is completely fixed and cannot be adapted depending on the screen.
When it comes to gaming with 3D Vision there is a lot more freedom but there is a significant difference between 50% depth on a small screen and 50% depth on a large screen.
Smaller screens require a bigger difference between left and right eye which often leads to crosstalk when unrelated objects overlap with high contrast.
I have a small 23,6" screen and it's definitelly hard to anticipate how any of my 3D Photograps of scenery or flowers would look on a different size display.
I also find it interesting what the maximum and minimum virtual distances are with different solutions.
Some content like Blu-ray 3D is completely fixed and cannot be adapted depending on the screen.
When it comes to gaming with 3D Vision there is a lot more freedom but there is a significant difference between 50% depth on a small screen and 50% depth on a large screen.
Smaller screens require a bigger difference between left and right eye which often leads to crosstalk when unrelated objects overlap with high contrast.
I have a small 23,6" screen and it's definitelly hard to anticipate how any of my 3D Photograps of scenery or flowers would look on a different size display.
I also find it interesting what the maximum and minimum virtual distances are with different solutions.
Thanks to everybody using my assembler it warms my heart.
To have a critical piece of code that everyone can enjoy!
What more can you ask for?
donations: ulfjalmbrant@hotmail.com
Yep. We could really use a whole new way of storing images. Right now all the image formats are just different ways of describing what color each pixel should be on your screen. We would be a lot better off if the image format actually described the whole 3D world, how every bit of it is lit up, and the location/orientation of the viewer. That should be possible for game screenshots - just take the information the game is feeding the graphics card and feed it to a file as well. How a camera would do something like that in real life, though.... do-able, I think, but not easy.
It's going to have to happen eventually. I'm sure whatever company actually bothers to do it first will try to patent the whole thing and make everyone pay for it.
Yep. We could really use a whole new way of storing images. Right now all the image formats are just different ways of describing what color each pixel should be on your screen. We would be a lot better off if the image format actually described the whole 3D world, how every bit of it is lit up, and the location/orientation of the viewer. That should be possible for game screenshots - just take the information the game is feeding the graphics card and feed it to a file as well. How a camera would do something like that in real life, though.... do-able, I think, but not easy.
It's going to have to happen eventually. I'm sure whatever company actually bothers to do it first will try to patent the whole thing and make everyone pay for it.