I don't have 3d-vision but use other solutions. However: If a game works well with 3d-vision it seems like they work well with other solutions too.
To be honest: If a game doesn't work in 3d then it won't live long on my comp! A goodlooking classic will stay there forever!
The answer is a definately a "definately" yes from me!
Only if "Designed for 3DVision" actually meant something. You know, some sort of framework that defines what the rules are... Like... I don't know...the MTBS 3D Programming guide located on MTBS3D.COM
Only if "Designed for 3DVision" actually meant something. You know, some sort of framework that defines what the rules are... Like... I don't know...the MTBS 3D Programming guide located on MTBS3D.COM
18 says definitely and 2 says depend but are not saying why. It doesn't really matter though. It sure indicates the need of stereoscopic vision once tasted! :P :P :P
Ps, and a long one: I definitely feel the need to mention the site mtbs3d.com. The generary purpose of the site is working for stereo-3d to be recognized in gamedevelopers circuits and also working for a future better stereocompability in games and applications. I know the original maker of this thread have something like this on his/her mind and i thought it would be in place to mention this.
18 says definitely and 2 says depend but are not saying why. It doesn't really matter though. It sure indicates the need of stereoscopic vision once tasted! :P :P :P
Ps, and a long one: I definitely feel the need to mention the site mtbs3d.com. The generary purpose of the site is working for stereo-3d to be recognized in gamedevelopers circuits and also working for a future better stereocompability in games and applications. I know the original maker of this thread have something like this on his/her mind and i thought it would be in place to mention this.
[quote name='Likay' post='519079' date='Mar 16 2009, 03:22 PM']18 says definitely and 2 says depend but are not saying why. It doesn't really matter though.
cheers[/quote]
And now 1 says no. :blink: Hahahaha! There's no way they have ever played in S3D! Haha
[quote name='Likay' post='519079' date='Mar 16 2009, 03:22 PM']18 says definitely and 2 says depend but are not saying why. It doesn't really matter though.
cheers
And now 1 says no. :blink: Hahahaha! There's no way they have ever played in S3D! Haha
1x Intel S5000Xvn Mainboard
2x Quad 2.66GHz Xeons (X5355, 8 Cores)
1x EVGA GTX480
8x 2GB FB-DIMM 667 (16GB)
2x 64GB Corsair M4 SSDs in RAID0 (System)
4x 1TB SATA2 64MB Cache Western Digital Black's in RAID0 (Storage)
1x Sound Blaster X-Fi Elite Pro
1x BD-ROM
1x DVD-RW
1x Antec High Current Pro HCP-1200 1200W Power Supply
[quote name='snaileri' post='519457' date='Mar 17 2009, 10:45 AM']Usually HUD is what breaks the S-3D immersion in games.
I'd like to see more games with no HUD at all.
I haven't seen Dead Space in S-3D but the way HUD is shown in the game, would be correct for S-3D games, I mean easier to focus eyes on the HUD.[/quote]
Agreed, it is easier when you don't have to switch between foreground and background all the time to check stats on a HUD, but your brain and eyes do get better at it over time. When I first got this solution and started playing WoW, it was somewhat of a strain to look at the HUD sitting aaaaallll the way in the foreground, then switch back to the mob I was torching. However, after playing it for a few weeks, my brain is super good at it and I can switch back and forth without any issue or eyestrain and that's with the depth setting hacked past maximum.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:
[quote name='snaileri' post='519457' date='Mar 17 2009, 10:45 AM']Usually HUD is what breaks the S-3D immersion in games.
I'd like to see more games with no HUD at all.
I haven't seen Dead Space in S-3D but the way HUD is shown in the game, would be correct for S-3D games, I mean easier to focus eyes on the HUD.
Agreed, it is easier when you don't have to switch between foreground and background all the time to check stats on a HUD, but your brain and eyes do get better at it over time. When I first got this solution and started playing WoW, it was somewhat of a strain to look at the HUD sitting aaaaallll the way in the foreground, then switch back to the mob I was torching. However, after playing it for a few weeks, my brain is super good at it and I can switch back and forth without any issue or eyestrain and that's with the depth setting hacked past maximum.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:
[quote name='liquor beard' post='519508' date='Mar 17 2009, 03:27 PM']Agreed, it is easier when you don't have to switch between foreground and background all the time to check stats on a HUD, but your brain and eyes do get better at it over time. When I first got this solution and started playing WoW, it was somewhat of a strain to look at the HUD sitting aaaaallll the way in the foreground, then switch back to the mob I was torching. However, after playing it for a few weeks, my brain is super good at it and I can switch back and forth without any issue or eyestrain and that's with the depth setting hacked past maximum.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:[/quote]
Farcry 2 and Fallout 3 have no HUD, but I haven't had a chance to test the 3Dness of them yet.
[quote]I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party...[/quote]
Agreed. Even worse after you quit playing while being drunk all night. Your vision doesn't want to adjust to reality! lol
[quote name='liquor beard' post='519508' date='Mar 17 2009, 03:27 PM']Agreed, it is easier when you don't have to switch between foreground and background all the time to check stats on a HUD, but your brain and eyes do get better at it over time. When I first got this solution and started playing WoW, it was somewhat of a strain to look at the HUD sitting aaaaallll the way in the foreground, then switch back to the mob I was torching. However, after playing it for a few weeks, my brain is super good at it and I can switch back and forth without any issue or eyestrain and that's with the depth setting hacked past maximum.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:
Farcry 2 and Fallout 3 have no HUD, but I haven't had a chance to test the 3Dness of them yet.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party...
Agreed. Even worse after you quit playing while being drunk all night. Your vision doesn't want to adjust to reality! lol
1x Intel S5000Xvn Mainboard
2x Quad 2.66GHz Xeons (X5355, 8 Cores)
1x EVGA GTX480
8x 2GB FB-DIMM 667 (16GB)
2x 64GB Corsair M4 SSDs in RAID0 (System)
4x 1TB SATA2 64MB Cache Western Digital Black's in RAID0 (Storage)
1x Sound Blaster X-Fi Elite Pro
1x BD-ROM
1x DVD-RW
1x Antec High Current Pro HCP-1200 1200W Power Supply
If a game can't be played in 3d, or if I don't know, I don't buy it.
My system:
3d Vision CD 1.07
2233RZ+Nvidia Glasses
8800GT 512MB
P965 chipset
Core 2 Duo E6600
1050x1680+2x 1680x1050 in clone mode (One of them via a USB graphics card)
[quote name='SpyderCanopus' post='519376' date='Mar 17 2009, 03:33 PM']And now 1 says no. :blink: Hahahaha! There's no way they have ever played in S3D! Haha[/quote]
Seems to be dangerous making statements like i did. :blink:
Gotta be some trolls hanging around... Can we have these nay-votes disposed please? ;)
[quote name='SpyderCanopus' post='519376' date='Mar 17 2009, 03:33 PM']And now 1 says no. :blink: Hahahaha! There's no way they have ever played in S3D! Haha
Seems to be dangerous making statements like i did. :blink:
Gotta be some trolls hanging around... Can we have these nay-votes disposed please? ;)
No because I'll just stick with the old system instead of the new.
And yes if I had the system, then definitely depending on if it really meant something.
Here's what I would like it to mean:
game works in s3d:
No artifacts.
Shadows, reflections, coronas/halos, all other video effects work like they're supposed to in s3d.
a good HUD:
The HUD is at screen-depth or close to it and comfortable to view with the 3d settings I use.
(Ideally the HUD would have it's own depth controls!!! nvidia... hint, hint)
a good 3d targetting reticle for games that need them:
The game's targeting reticle should be auto-ranging like a good lasersight should be and if not,
then I would like it to be at a fixed distance that I can adjust myself. Also, it should remain
good-looking when zooming in and out with a scope. This sounds like alot to ask but iZ3D
does a pretty good job with zoom-scope reticles once you get the right settings.
Or else you should be able to turn off the game-reticle and use the nvidia lasersight and it should
work right.
camera control:
The game gives you good camera control. It's very annoying when you have the perfect settings
in Tombraider or other games and then the game zooms in to your characters face and you go
cross-eyed. >.<
It might be OK to not have camera control as long as the game doesn't do stuff like that. In 3d
photo/video terms: the game should always or almost always have a certain limited depth-of-field
or range-of-depth. That's why many indoor games look better than outdoor ones since there is
that limited range-of-depth automatically due to the game's environment. These are the things
that go into consideration when they make 3d movies.
a 3d mouse-pointer for games that need one:
usually I'm fine with a 2d pointer, but sometimes it really needs to be 3d like the reticle does.
good help-text, multiplayer text-labels, highlighting brackets:
Also some games have screen-depth brackets around items to highlight them or text labels over
the heads of other players in multiplayer games. These obviously should be 3d at the right depth.
I suppose this could be lumped together with the HUD and the reticle and the help-text...
Summarizing:
HUD, targeting reticle, text-labels, highlighting brackets, mouse-pointers, and help-text should
all be at the proper depth.
Am I missing anything about what a label like this should mean? (good functioning auto-convergence?)
I don't mean to hijack a poll into a discussion about answering that question but I think it might
be a good idea to define it here rather than in another thread.
I also think the label should be more generic, not just for nvidia 3d but for any 3d system.
This thread was a really good idea.
Later.
Oh yeah, some games have the sky at the wrong distance. That shouldn't happen either.
And you should be able to not display your weapon in FPS games.
And rendered cutscenes need to be compatible with your 3d settings or else have their
own good settings built-in.
There could be room for both. This is why [url="http://www.mtbs3d.com/game_certification/categories.shtml"]MTBS Certification[/url] was launched in the first place.
We wanted a stamp of approval that would represent all the S-3D driver developers, but also provide a means to differentiate them according to specific needs. Our industry will be short lived if game developers only think of one hardware/software solution when writing their games. This is why we make a point to include multiple driver solutions in our efforts.
We are working on something new and more robust. [url="http://www.mtbs3d.com/3d-analysis.shtml/"]MTBS' 3D Game Analyzer[/url] is the first step, and then things get exciting from there. However, we need user input to make sure our scoring system is well calibrated. If handled properly, quality control will be as much determined by the customer as it is by the gaming industry.
There could be room for both. This is why MTBS Certification was launched in the first place.
We wanted a stamp of approval that would represent all the S-3D driver developers, but also provide a means to differentiate them according to specific needs. Our industry will be short lived if game developers only think of one hardware/software solution when writing their games. This is why we make a point to include multiple driver solutions in our efforts.
We are working on something new and more robust. MTBS' 3D Game Analyzer is the first step, and then things get exciting from there. However, we need user input to make sure our scoring system is well calibrated. If handled properly, quality control will be as much determined by the customer as it is by the gaming industry.
1x Intel S5000Xvn Mainboard
2x Quad 2.66GHz Xeons (X5355, 8 Cores)
1x EVGA GTX480
8x 2GB FB-DIMM 667 (16GB)
2x 64GB Corsair M4 SSDs in RAID0 (System)
4x 1TB SATA2 64MB Cache Western Digital Black's in RAID0 (Storage)
1x Sound Blaster X-Fi Elite Pro
1x BD-ROM
1x DVD-RW
1x Antec High Current Pro HCP-1200 1200W Power Supply
1x Dell 30" 2560x1600 LCD
1x Samsung 22" 120hz GeForce 3D Vision Display
1x APC 1500VAC SmartUPS Battery Backup
1x Windows 7 Professional 64-Bit
To be honest: If a game doesn't work in 3d then it won't live long on my comp! A goodlooking classic will stay there forever!
The answer is a definately a "definately" yes from me!
To be honest: If a game doesn't work in 3d then it won't live long on my comp! A goodlooking classic will stay there forever!
The answer is a definately a "definately" yes from me!
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
Ps, and a long one: I definitely feel the need to mention the site mtbs3d.com. The generary purpose of the site is working for stereo-3d to be recognized in gamedevelopers circuits and also working for a future better stereocompability in games and applications. I know the original maker of this thread have something like this on his/her mind and i thought it would be in place to mention this.
cheers
Ps, and a long one: I definitely feel the need to mention the site mtbs3d.com. The generary purpose of the site is working for stereo-3d to be recognized in gamedevelopers circuits and also working for a future better stereocompability in games and applications. I know the original maker of this thread have something like this on his/her mind and i thought it would be in place to mention this.
cheers
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
cheers[/quote]
And now 1 says no. :blink: Hahahaha! There's no way they have ever played in S3D! Haha
cheers
And now 1 says no. :blink: Hahahaha! There's no way they have ever played in S3D! Haha
1x Intel S5000Xvn Mainboard
2x Quad 2.66GHz Xeons (X5355, 8 Cores)
1x EVGA GTX480
8x 2GB FB-DIMM 667 (16GB)
2x 64GB Corsair M4 SSDs in RAID0 (System)
4x 1TB SATA2 64MB Cache Western Digital Black's in RAID0 (Storage)
1x Sound Blaster X-Fi Elite Pro
1x BD-ROM
1x DVD-RW
1x Antec High Current Pro HCP-1200 1200W Power Supply
1x Dell 30" 2560x1600 LCD
1x Samsung 22" 120hz GeForce 3D Vision Display
1x APC 1500VAC SmartUPS Battery Backup
1x Windows 7 Professional 64-Bit
But yes, I would purchase any game designed specifically with 3D vision in mind.
But yes, I would purchase any game designed specifically with 3D vision in mind.
I'd like to see more games with no HUD at all.
I haven't seen Dead Space in S-3D but the way HUD is shown in the game, would be correct for S-3D games, I mean easier to focus eyes on the HUD.
I'd like to see more games with no HUD at all.
I haven't seen Dead Space in S-3D but the way HUD is shown in the game, would be correct for S-3D games, I mean easier to focus eyes on the HUD.
I'd like to see more games with no HUD at all.
I haven't seen Dead Space in S-3D but the way HUD is shown in the game, would be correct for S-3D games, I mean easier to focus eyes on the HUD.[/quote]
Agreed, it is easier when you don't have to switch between foreground and background all the time to check stats on a HUD, but your brain and eyes do get better at it over time. When I first got this solution and started playing WoW, it was somewhat of a strain to look at the HUD sitting aaaaallll the way in the foreground, then switch back to the mob I was torching. However, after playing it for a few weeks, my brain is super good at it and I can switch back and forth without any issue or eyestrain and that's with the depth setting hacked past maximum.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:
I'd like to see more games with no HUD at all.
I haven't seen Dead Space in S-3D but the way HUD is shown in the game, would be correct for S-3D games, I mean easier to focus eyes on the HUD.
Agreed, it is easier when you don't have to switch between foreground and background all the time to check stats on a HUD, but your brain and eyes do get better at it over time. When I first got this solution and started playing WoW, it was somewhat of a strain to look at the HUD sitting aaaaallll the way in the foreground, then switch back to the mob I was torching. However, after playing it for a few weeks, my brain is super good at it and I can switch back and forth without any issue or eyestrain and that's with the depth setting hacked past maximum.
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:[/quote]
Farcry 2 and Fallout 3 have no HUD, but I haven't had a chance to test the 3Dness of them yet.
[quote]I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party...[/quote]
Agreed. Even worse after you quit playing while being drunk all night. Your vision doesn't want to adjust to reality! lol
I'll tell you what though, after quite a few drinks it's a pain in the ass again though ha ha. Max depth didn't work too well after our St. Paddy's day party... :wacko:
Farcry 2 and Fallout 3 have no HUD, but I haven't had a chance to test the 3Dness of them yet.
Agreed. Even worse after you quit playing while being drunk all night. Your vision doesn't want to adjust to reality! lol
1x Intel S5000Xvn Mainboard
2x Quad 2.66GHz Xeons (X5355, 8 Cores)
1x EVGA GTX480
8x 2GB FB-DIMM 667 (16GB)
2x 64GB Corsair M4 SSDs in RAID0 (System)
4x 1TB SATA2 64MB Cache Western Digital Black's in RAID0 (Storage)
1x Sound Blaster X-Fi Elite Pro
1x BD-ROM
1x DVD-RW
1x Antec High Current Pro HCP-1200 1200W Power Supply
1x Dell 30" 2560x1600 LCD
1x Samsung 22" 120hz GeForce 3D Vision Display
1x APC 1500VAC SmartUPS Battery Backup
1x Windows 7 Professional 64-Bit
My system:
3d Vision CD 1.07
2233RZ+Nvidia Glasses
8800GT 512MB
P965 chipset
Core 2 Duo E6600
1050x1680+2x 1680x1050 in clone mode (One of them via a USB graphics card)
Seems to be dangerous making statements like i did. :blink:
Gotta be some trolls hanging around... Can we have these nay-votes disposed please? ;)
Seems to be dangerous making statements like i did. :blink:
Gotta be some trolls hanging around... Can we have these nay-votes disposed please? ;)
Mb: Asus P5W DH Deluxe
Cpu: C2D E6600
Gb: Nvidia 7900GT + 8800GTX
3D:100" passive projector polarized setup + 22" IZ3D
Stereodrivers: Iz3d & Tridef ignition and nvidia old school.
No because I'll just stick with the old system instead of the new.
And yes if I had the system, then definitely depending on if it really meant something.
Here's what I would like it to mean:
game works in s3d:
No artifacts.
Shadows, reflections, coronas/halos, all other video effects work like they're supposed to in s3d.
a good HUD:
The HUD is at screen-depth or close to it and comfortable to view with the 3d settings I use.
(Ideally the HUD would have it's own depth controls!!! nvidia... hint, hint)
a good 3d targetting reticle for games that need them:
The game's targeting reticle should be auto-ranging like a good lasersight should be and if not,
then I would like it to be at a fixed distance that I can adjust myself. Also, it should remain
good-looking when zooming in and out with a scope. This sounds like alot to ask but iZ3D
does a pretty good job with zoom-scope reticles once you get the right settings.
Or else you should be able to turn off the game-reticle and use the nvidia lasersight and it should
work right.
camera control:
The game gives you good camera control. It's very annoying when you have the perfect settings
in Tombraider or other games and then the game zooms in to your characters face and you go
cross-eyed. >.<
It might be OK to not have camera control as long as the game doesn't do stuff like that. In 3d
photo/video terms: the game should always or almost always have a certain limited depth-of-field
or range-of-depth. That's why many indoor games look better than outdoor ones since there is
that limited range-of-depth automatically due to the game's environment. These are the things
that go into consideration when they make 3d movies.
a 3d mouse-pointer for games that need one:
usually I'm fine with a 2d pointer, but sometimes it really needs to be 3d like the reticle does.
good help-text, multiplayer text-labels, highlighting brackets:
Also some games have screen-depth brackets around items to highlight them or text labels over
the heads of other players in multiplayer games. These obviously should be 3d at the right depth.
I suppose this could be lumped together with the HUD and the reticle and the help-text...
Summarizing:
HUD, targeting reticle, text-labels, highlighting brackets, mouse-pointers, and help-text should
all be at the proper depth.
Am I missing anything about what a label like this should mean? (good functioning auto-convergence?)
I don't mean to hijack a poll into a discussion about answering that question but I think it might
be a good idea to define it here rather than in another thread.
I also think the label should be more generic, not just for nvidia 3d but for any 3d system.
This thread was a really good idea.
Later.
Oh yeah, some games have the sky at the wrong distance. That shouldn't happen either.
And you should be able to not display your weapon in FPS games.
And rendered cutscenes need to be compatible with your 3d settings or else have their
own good settings built-in.
No because I'll just stick with the old system instead of the new.
And yes if I had the system, then definitely depending on if it really meant something.
Here's what I would like it to mean:
game works in s3d:
No artifacts.
Shadows, reflections, coronas/halos, all other video effects work like they're supposed to in s3d.
a good HUD:
The HUD is at screen-depth or close to it and comfortable to view with the 3d settings I use.
(Ideally the HUD would have it's own depth controls!!! nvidia... hint, hint)
a good 3d targetting reticle for games that need them:
The game's targeting reticle should be auto-ranging like a good lasersight should be and if not,
then I would like it to be at a fixed distance that I can adjust myself. Also, it should remain
good-looking when zooming in and out with a scope. This sounds like alot to ask but iZ3D
does a pretty good job with zoom-scope reticles once you get the right settings.
Or else you should be able to turn off the game-reticle and use the nvidia lasersight and it should
work right.
camera control:
The game gives you good camera control. It's very annoying when you have the perfect settings
in Tombraider or other games and then the game zooms in to your characters face and you go
cross-eyed. >.<
It might be OK to not have camera control as long as the game doesn't do stuff like that. In 3d
photo/video terms: the game should always or almost always have a certain limited depth-of-field
or range-of-depth. That's why many indoor games look better than outdoor ones since there is
that limited range-of-depth automatically due to the game's environment. These are the things
that go into consideration when they make 3d movies.
a 3d mouse-pointer for games that need one:
usually I'm fine with a 2d pointer, but sometimes it really needs to be 3d like the reticle does.
good help-text, multiplayer text-labels, highlighting brackets:
Also some games have screen-depth brackets around items to highlight them or text labels over
the heads of other players in multiplayer games. These obviously should be 3d at the right depth.
I suppose this could be lumped together with the HUD and the reticle and the help-text...
Summarizing:
HUD, targeting reticle, text-labels, highlighting brackets, mouse-pointers, and help-text should
all be at the proper depth.
Am I missing anything about what a label like this should mean? (good functioning auto-convergence?)
I don't mean to hijack a poll into a discussion about answering that question but I think it might
be a good idea to define it here rather than in another thread.
I also think the label should be more generic, not just for nvidia 3d but for any 3d system.
This thread was a really good idea.
Later.
Oh yeah, some games have the sky at the wrong distance. That shouldn't happen either.
And you should be able to not display your weapon in FPS games.
And rendered cutscenes need to be compatible with your 3d settings or else have their
own good settings built-in.
We wanted a stamp of approval that would represent all the S-3D driver developers, but also provide a means to differentiate them according to specific needs. Our industry will be short lived if game developers only think of one hardware/software solution when writing their games. This is why we make a point to include multiple driver solutions in our efforts.
We are working on something new and more robust. [url="http://www.mtbs3d.com/3d-analysis.shtml/"]MTBS' 3D Game Analyzer[/url] is the first step, and then things get exciting from there. However, we need user input to make sure our scoring system is well calibrated. If handled properly, quality control will be as much determined by the customer as it is by the gaming industry.
Regards,
Chopper
We wanted a stamp of approval that would represent all the S-3D driver developers, but also provide a means to differentiate them according to specific needs. Our industry will be short lived if game developers only think of one hardware/software solution when writing their games. This is why we make a point to include multiple driver solutions in our efforts.
We are working on something new and more robust. MTBS' 3D Game Analyzer is the first step, and then things get exciting from there. However, we need user input to make sure our scoring system is well calibrated. If handled properly, quality control will be as much determined by the customer as it is by the gaming industry.
Regards,
Chopper
1x Intel S5000Xvn Mainboard
2x Quad 2.66GHz Xeons (X5355, 8 Cores)
1x EVGA GTX480
8x 2GB FB-DIMM 667 (16GB)
2x 64GB Corsair M4 SSDs in RAID0 (System)
4x 1TB SATA2 64MB Cache Western Digital Black's in RAID0 (Storage)
1x Sound Blaster X-Fi Elite Pro
1x BD-ROM
1x DVD-RW
1x Antec High Current Pro HCP-1200 1200W Power Supply
1x Dell 30" 2560x1600 LCD
1x Samsung 22" 120hz GeForce 3D Vision Display
1x APC 1500VAC SmartUPS Battery Backup
1x Windows 7 Professional 64-Bit