3D Vision in 2017. Some genuine questions.
[b]With VR released and being developed further, should 3D Vision be re-booted?[/b] 4k screens with 1080p glasses free 3d? Eye tracking camera so head tilting changes view? Update and refresh current tech? I say this because there are many who enjoy the immersive nature of games in 3D but do not enjoy the nausea of VR. There is a middle ground that is not being tapped? [b]Can, or are existing 3D Vision techniques using Simultaneous Multi-Projection?[/b] Can it be used or is it already? Is it possible to brute-force render from a second camera tagged to the side of the main scene camera? This may sound like a waste but with the power of 1080 and 1080ti this would make for 'perfect' 3D (I understand the trade off in frames)? I ask these questions because I am looking to build a new system in the next few weeks/months but I am keeping 3D Vision. I encourage NVidia to look at this again. Is the technology licensed if so can it be open sourced? This will allow other companies to make products maybe? Either way I think it a good idea to look at this again. Thanks.
With VR released and being developed further, should 3D Vision be re-booted?

4k screens with 1080p glasses free 3d?
Eye tracking camera so head tilting changes view?
Update and refresh current tech?
I say this because there are many who enjoy the immersive nature of games in 3D but do not enjoy the nausea of VR. There is a middle ground that is not being tapped?


Can, or are existing 3D Vision techniques using Simultaneous Multi-Projection?

Can it be used or is it already?
Is it possible to brute-force render from a second camera tagged to the side of the main scene camera? This may sound like a waste but with the power of 1080 and 1080ti this would make for 'perfect' 3D (I understand the trade off in frames)?


I ask these questions because I am looking to build a new system in the next few weeks/months but I am keeping 3D Vision. I encourage NVidia to look at this again.

Is the technology licensed if so can it be open sourced? This will allow other companies to make products maybe?

Either way I think it a good idea to look at this again. Thanks.

#1
Posted 03/04/2017 03:21 PM   
SMP needs to be added in at the Engine level, I know that it was used for Everest in VR so far. Maybe others? https://forums.geforce.com/default/topic/978694/everest-vr-improves-performance-with-nvidia-vrworks-lens-matched-shading/?offset=1 Hopefully SMP will makes it's way into 3D Vision surround, to take away some of the performance hit when using triple monitors. Unreal and Unity have it available in their SDK for dx12.
SMP needs to be added in at the Engine level, I know that it was used for Everest in VR so far. Maybe others?


https://forums.geforce.com/default/topic/978694/everest-vr-improves-performance-with-nvidia-vrworks-lens-matched-shading/?offset=1



Hopefully SMP will makes it's way into 3D Vision surround, to take away some of the performance hit when using triple monitors.

Unreal and Unity have it available in their SDK for dx12.

#2
Posted 03/04/2017 03:54 PM   
[quote="D-Man11"]SMP needs to be added in at the Engine level, I know that it was used for Everest in VR so far. Maybe others? https://forums.geforce.com/default/topic/978694/everest-vr-improves-performance-with-nvidia-vrworks-lens-matched-shading/?offset=1 Hopefully SMP will makes it's way into 3D Vision surround, to take away some of the performance hit when using triple monitors. Unreal and Unity have it available in their SDK for dx12.[/quote] When I update my system I am keeping 3D vision. Preferably with 2560x 1440 monitor or above. I will have to find a 3D vision kit as my current monitor has it built in. Some one should really look at glasses free.
D-Man11 said:SMP needs to be added in at the Engine level, I know that it was used for Everest in VR so far. Maybe others?


https://forums.geforce.com/default/topic/978694/everest-vr-improves-performance-with-nvidia-vrworks-lens-matched-shading/?offset=1



Hopefully SMP will makes it's way into 3D Vision surround, to take away some of the performance hit when using triple monitors.

Unreal and Unity have it available in their SDK for dx12.


When I update my system I am keeping 3D vision. Preferably with 2560x 1440 monitor or above. I will have to find a 3D vision kit as my current monitor has it built in. Some one should really look at glasses free.

#3
Posted 03/05/2017 07:56 PM   
At Computex, Asus announced the ROG Swift PG35VQ https://rog.asus.com/articles/gaming-monitors/the-35-rog-swift-pg35vq-gaming-monitor-turns-hdr-and-quantum-dots-up-to-200hz/ It has a 21:9 IPS panel with Quantum Dot technology, so no one has any idea if this will work with 3D Vision. It will have G_Sync and is capable of 3,440 x 1,440@200Hz
At Computex, Asus announced the ROG Swift PG35VQ

https://rog.asus.com/articles/gaming-monitors/the-35-rog-swift-pg35vq-gaming-monitor-turns-hdr-and-quantum-dots-up-to-200hz/

It has a 21:9 IPS panel with Quantum Dot technology, so no one has any idea if this will work with 3D Vision.

It will have G_Sync and is capable of 3,440 x 1,440@200Hz

#4
Posted 05/31/2017 11:09 AM   
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