A Better Way to 3D? Screen Space Re-Projection Stereo Demonstrated in Crysis 2
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I've wondered this for some time now, whether there were more efficient methods to accomplish 3D than Nvidia's current mode of rendering each frame in stereo instead of treating it like a post-process effect in the frame buffer. Now it seems Crytek has done just that with proof-of-concept demonstration of their previous claims of "3D without the performance hit". They basically just duplicate the frame but use the depth values to calculate the offset images after the image is rendered, instead of calculating the offsets and then rendering the image twice. I think this is closer to the methods used by software 3D converters that extrapolate stereo from a single frame, but they don't have the benefit of actual depth values.
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Check out the rest of the story at PCGH:
[url="http://www.pcgameshardware.com/aid,768604/Crysis-2-Everything-about-DirectX-11-3D-without-perfomance-drop-and-8-core-optimization/News/"]http://www.pcgameshardware.com/aid,768604/...imization/News/[/url]
[quote]Instead of rendering each picture twice (half the framerate!) and projecting it on a dedicated 120 Hz LCD monitor, Crytek simply uses the back buffer and the depth information in the graphics card: The renderred frame is practically being cloned and the fractum shift procedure makes two out of it. Thus, on the one hand there is nearly no performance drop and on the other hand stereoscopic 3D might be possible on any display - no matter if it's on PC or consoles. Crytek calls this technology "Screen Space Re-Projection Stereo".[/quote]
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
I've wondered this for some time now, whether there were more efficient methods to accomplish 3D than Nvidia's current mode of rendering each frame in stereo instead of treating it like a post-process effect in the frame buffer. Now it seems Crytek has done just that with proof-of-concept demonstration of their previous claims of "3D without the performance hit". They basically just duplicate the frame but use the depth values to calculate the offset images after the image is rendered, instead of calculating the offsets and then rendering the image twice. I think this is closer to the methods used by software 3D converters that extrapolate stereo from a single frame, but they don't have the benefit of actual depth values.
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Instead of rendering each picture twice (half the framerate!) and projecting it on a dedicated 120 Hz LCD monitor, Crytek simply uses the back buffer and the depth information in the graphics card: The renderred frame is practically being cloned and the fractum shift procedure makes two out of it. Thus, on the one hand there is nearly no performance drop and on the other hand stereoscopic 3D might be possible on any display - no matter if it's on PC or consoles. Crytek calls this technology "Screen Space Re-Projection Stereo".
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
I've wondered this for some time now, whether there were more efficient methods to accomplish 3D than Nvidia's current mode of rendering each frame in stereo instead of treating it like a post-process effect in the frame buffer. Now it seems Crytek has done just that with proof-of-concept demonstration of their previous claims of "3D without the performance hit". They basically just duplicate the frame but use the depth values to calculate the offset images after the image is rendered, instead of calculating the offsets and then rendering the image twice. I think this is closer to the methods used by software 3D converters that extrapolate stereo from a single frame, but they don't have the benefit of actual depth values.
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Check out the rest of the story at PCGH:
[url="http://www.pcgameshardware.com/aid,768604/Crysis-2-Everything-about-DirectX-11-3D-without-perfomance-drop-and-8-core-optimization/News/"]http://www.pcgameshardware.com/aid,768604/...imization/News/[/url]
[quote]Instead of rendering each picture twice (half the framerate!) and projecting it on a dedicated 120 Hz LCD monitor, Crytek simply uses the back buffer and the depth information in the graphics card: The renderred frame is practically being cloned and the fractum shift procedure makes two out of it. Thus, on the one hand there is nearly no performance drop and on the other hand stereoscopic 3D might be possible on any display - no matter if it's on PC or consoles. Crytek calls this technology "Screen Space Re-Projection Stereo".[/quote]
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
I've wondered this for some time now, whether there were more efficient methods to accomplish 3D than Nvidia's current mode of rendering each frame in stereo instead of treating it like a post-process effect in the frame buffer. Now it seems Crytek has done just that with proof-of-concept demonstration of their previous claims of "3D without the performance hit". They basically just duplicate the frame but use the depth values to calculate the offset images after the image is rendered, instead of calculating the offsets and then rendering the image twice. I think this is closer to the methods used by software 3D converters that extrapolate stereo from a single frame, but they don't have the benefit of actual depth values.
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Instead of rendering each picture twice (half the framerate!) and projecting it on a dedicated 120 Hz LCD monitor, Crytek simply uses the back buffer and the depth information in the graphics card: The renderred frame is practically being cloned and the fractum shift procedure makes two out of it. Thus, on the one hand there is nearly no performance drop and on the other hand stereoscopic 3D might be possible on any display - no matter if it's on PC or consoles. Crytek calls this technology "Screen Space Re-Projection Stereo".
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />
-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />
-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />
-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />
[quote name='tritosine' post='1106464' date='Aug 20 2010, 07:50 AM']This is interesting, they implemented it into their editor, so it must be really good.[/quote]
Just amazing. I've got no doubt that the 3DS will be amazing.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 07:50 AM']This is interesting, they implemented it into their editor, so it must be really good.
Just amazing. I've got no doubt that the 3DS will be amazing.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 07:50 AM']This is interesting, they implemented it into their editor, so it must be really good.[/quote]
Just amazing. I've got no doubt that the 3DS will be amazing.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 07:50 AM']This is interesting, they implemented it into their editor, so it must be really good.
Just amazing. I've got no doubt that the 3DS will be amazing.
[quote name='CamRaiD' post='1106444' date='Aug 20 2010, 01:46 AM']I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.[/quote]
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
[quote name='CamRaiD' post='1106444' date='Aug 20 2010, 01:46 AM']I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
[quote name='CamRaiD' post='1106444' date='Aug 20 2010, 01:46 AM']I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.[/quote]
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
[quote name='CamRaiD' post='1106444' date='Aug 20 2010, 01:46 AM']I read a good article posted by someone in a heated debate on this very topic! Bah, i can't remember where tho!
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 02:50 AM']-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />[/quote]
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 02:50 AM']-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 02:50 AM']-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />[/quote]
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
[quote name='tritosine' post='1106464' date='Aug 20 2010, 02:50 AM']-this is interesting stuff, they are testing it with FullHD 3d television broadcast too. (they seem to want native fullHD so bad against 720p tru 3d , their scaler must be really really bad lol)
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company. /play_ball.gif' class='bbc_emoticon' alt=':playball:' />
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
The technique used by Crytek is similar to the DDD Tridef "Virtual 3D" mode.
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Check out the rest of the story at PCGH:
[url="http://www.pcgameshardware.com/aid,768604/Crysis-2-Everything-about-DirectX-11-3D-without-perfomance-drop-and-8-core-optimization/News/"]http://www.pcgameshardware.com/aid,768604/...imization/News/[/url]
[quote]Instead of rendering each picture twice (half the framerate!) and projecting it on a dedicated 120 Hz LCD monitor, Crytek simply uses the back buffer and the depth information in the graphics card: The renderred frame is practically being cloned and the fractum shift procedure makes two out of it. Thus, on the one hand there is nearly no performance drop and on the other hand stereoscopic 3D might be possible on any display - no matter if it's on PC or consoles. Crytek calls this technology "Screen Space Re-Projection Stereo".[/quote]
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Check out the rest of the story at PCGH:
http://www.pcgameshardware.com/aid,768604/...imization/News/
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Check out the rest of the story at PCGH:
[url="http://www.pcgameshardware.com/aid,768604/Crysis-2-Everything-about-DirectX-11-3D-without-perfomance-drop-and-8-core-optimization/News/"]http://www.pcgameshardware.com/aid,768604/...imization/News/[/url]
[quote]Instead of rendering each picture twice (half the framerate!) and projecting it on a dedicated 120 Hz LCD monitor, Crytek simply uses the back buffer and the depth information in the graphics card: The renderred frame is practically being cloned and the fractum shift procedure makes two out of it. Thus, on the one hand there is nearly no performance drop and on the other hand stereoscopic 3D might be possible on any display - no matter if it's on PC or consoles. Crytek calls this technology "Screen Space Re-Projection Stereo".[/quote]
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
This method would most likely require a lot more hand-tailoring for 3D, especially for overlays like HUD or health bars and crosshairs, but that would be a huge breakthrough imo for 3D Vision adoption rates. By removing the ~50% performance hit from rendering each image 2x in stereo for each eye, that would really open the door to a lot better performance and more potential users. Pretty exciting, can't wait to see how it turns out and if Nvidia can manage to implement this kind of 3D support into their driver.
Check out the rest of the story at PCGH:
http://www.pcgameshardware.com/aid,768604/...imization/News/
What do you guys think? Is there any other 3D technology you know of already using this? TriDef, IZ3D afaik still carry the 50% performance hit correct?
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
http://video.golem.de/desktop-applikatione...or-sandbox.html
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
http://video.golem.de/desktop-applikatione...or-sandbox.html
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
Just amazing. I've got no doubt that the 3DS will be amazing.
Just amazing. I've got no doubt that the 3DS will be amazing.
Just amazing. I've got no doubt that the 3DS will be amazing.
Just amazing. I've got no doubt that the 3DS will be amazing.
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.[/quote]
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.[/quote]
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
I am concerned that future 3d punters will be disappointed with cryteks solution, reason being, that the so called "cardboard cutout" flag that 3d haters often fly will be verified.
The algorithms that set the depths of various object cant possibly be so numerous so that it appears to be true 3d! I think what we will get is, a solution that has perhaps 5 different layers at differents depths. One for the 'backdrop and sky", one for for the player himself perhaps (in 3rd person mode), one for pop out effects, and perhaps a few more in between.
On top of all that, I can't imagine the depth to be as extreme as pure 3D... It just wouldn't fool your eye ;)
It could just create even more confusion in the market, as it is often hard for people to describe and understand everything 3d.
Ya I think that billboard in 3D effect is pretty evident with the live streaming events in 3D where you basically have flat objects at various depths within the picture instead of perfect per-object depth as well. The NASCAR event was probably the best example of this. But I think there's less risk of this with actual PC content because they'll still have the benefit of the depth/Z buffer so I guess it really comes down to how many depth values they sample to calculate the offsets. I imagine they will have almost no allowance for convergence adjustments, along with perhaps a few Depth/Separation presets. I doubt they will calculate the depth/convergence offsets in real-time, maybe use some pre-defined lookup tables to speed things along, which would also work against how many depth samples and how much depth adjustments would be possible.
The video tritosine links is very informative, it doesn't show a lot of separation but in some of the thru-glasses shots, I could see the 3D effect would be good even though it was only through 1 eye (like parts of pillars flying at you). In any case, I'm certainly looking forward to this title more now than before, as it could show everyone else a better way to 3D.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
http://video.golem.de/desktop-applikatione...or-sandbox.html
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
[url="http://video.golem.de/desktop-applikationen/3586/gdce-2010-interview-mit-sean-tracy-ueber-den-cryengine-3-editor-sandbox.html"]http://video.golem.de/desktop-applikatione...or-sandbox.html[/url]
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
but, chiz, 720p DLP 3d also removes the perfomance ladder, and you won't even look back :P
http://video.golem.de/desktop-applikatione...or-sandbox.html
This is interesting, they implemented it into their editor, so it must be really good. They, (crytek and EPIC ) are having a real competition, unlike AMD ,and the geforce company.
Thanks for the vid! Very informative stuff and well worth checking out for anyone interested in this (its in English even though its on a German site). That guy Sean Tracy is probably pretty good at SC2 lol, his APM is like 250. :D
I imagine handling 3D as a post-process effect was really the only way they could get it running fast enough on the consoles, so I fully expect this to be the de facto 3D method on the consoles, and as we've seen, the PC more as of late has been following the lead of consoles.
But ya it looks like Crytek is really ratcheting up their efforts to displace UE3-4 as the dominant licensed game engine of the DX11 era. First they addressed performance by optimizing the engine for multi-core, claiming nearly 2x the performance with comparable visuals and now they're offering free 3D built into the engine with the ability to switch it on and off from within their editor/sandbox tool.
-=HeliX=- Mod 3DV Game Fixes
My 3D Vision Games List Ratings
Intel Core i7 5930K @4.5GHz | Gigabyte X99 Gaming 5 | Win10 x64 Pro | Corsair H105
Nvidia GeForce Titan X SLI Hybrid | ROG Swift PG278Q 144Hz + 3D Vision/G-Sync | 32GB Adata DDR4 2666
Intel Samsung 950Pro SSD | Samsung EVO 4x1 RAID 0 |
Yamaha VX-677 A/V Receiver | Polk Audio RM6880 7.1 | LG Blu-Ray
Auzen X-Fi HT HD | Logitech G710/G502/G27 | Corsair Air 540 | EVGA P2-1200W
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
It works quite well and is very light. What's more is works absolutely perfect with Crysis 1 with full graphics options turned on. Something that no "proper" stereo 3D driver can achieve yet.
You can tweak convergence and separation as you wish, there is no limitation on that and the Z-buffer has way enough precision to allow hundreds and hundreds of layers, so no cardboard cut-out issues here.
No the main problem is occlusion : since there is only one view rendered, when shifting the picture left or right to create the separation, the driver does not know what is behind the objects and cannot create a picture out of something it doesn't know. This creates visible artefacts that prevent you from using there big huge separations that give gorgeous pop-out and enormous depth.
This is the limitation of Z-buffer based stereo rendering. There are also issues with semi-transparent objects (transparency through glass) since the Z-buffer only has one value per pixel.
Now where it gets interesting is that Crytek announced in the mtbs3d.com interview that they didn't do just Z-buffer, they use an advanced rendering technique combining Z-buffer + other stuff.
I think if they could make it run independently on a per-object basis as each object has finished being drawn instead of a full-screen basis it could solve most of the issues
Passive 3D forever
110" DIY dual-projection system
2x Epson EH-TW3500 (1080p) + Linear Polarizers (SPAR)
XtremScreen Daylight 2.0
VNS Geobox501 signal converter
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.
I just want multiplayer mods, some decent mp game for my novint falcon with vehicles.