I see mention of "fake 3D" ocasionally on here. What is it, and what are the differences
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[quote="andysonofbob"]Mate this is 2D with depth. If you look at my image I have superimposed the right view onto the left. Syncing it at the pavement. There is very little (if any at all) depth. :( edit You might want to download it an open it as a jpg.[/quote]No file attached? I think you and I had a similar discussion regarding Sleeping Dogs. That was also suggesting to overlap the images, which still does not work as far as I can tell. The overlap must be identical, not simply close. The images for Sleeping Dogs were ignoring the convergence, which invalidated that technique in my judgment. For this image, it's clear that the depth/separation at distance is not as much as you'd want, but if you align the walkway, then you push the HUD out of screen. That's OK, but we cannot ignore it. That's why I specifically chose the curving walkway (straight is better, but this is OK). Since the separation grows with depth, I don't see any way possible that this can be aligned with a simple left/right shift. The depth is definitely less than desired, but I don't find it objectionable, and it's still more interesting than 2d.
andysonofbob said:Mate this is 2D with depth. If you look at my image I have superimposed the right view onto the left. Syncing it at the pavement. There is very little (if any at all) depth. :(

edit
You might want to download it an open it as a jpg.
No file attached?

I think you and I had a similar discussion regarding Sleeping Dogs. That was also suggesting to overlap the images, which still does not work as far as I can tell. The overlap must be identical, not simply close. The images for Sleeping Dogs were ignoring the convergence, which invalidated that technique in my judgment.

For this image, it's clear that the depth/separation at distance is not as much as you'd want, but if you align the walkway, then you push the HUD out of screen. That's OK, but we cannot ignore it.

That's why I specifically chose the curving walkway (straight is better, but this is OK). Since the separation grows with depth, I don't see any way possible that this can be aligned with a simple left/right shift.


The depth is definitely less than desired, but I don't find it objectionable, and it's still more interesting than 2d.

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#16
Posted 08/20/2013 12:43 AM   
Yeah soz. I woke up this morning and it was still scanning the image! How do people upload images on here so easily? I have uploaded a couple onto Live. @Flugan yours are practically 2D at depth as well. [url]http://photos.3dvisionlive.com/andysonofbob/image/521349860f3530b34a000114/[/url] <- Bo3b's [url]http://photos.3dvisionlive.com/andysonofbob/image/52134a9c0f3530114b00011c[/url] <-Flugan's I tried to focus on objects as near to you as possible to give the more distant objects a chance to separate. You will need to open them as a .jpg What I have done is superimpose the right channel over the left. If you look at the left channel you will see very little vergence apart from the HUD. As you can see, nvidia gave a 2D game an 'Excellent' 3D rating... edit For a control I have added a couple from Shogun2 [url]http://photos.3dvisionlive.com/andysonofbob/image/521350ac0f3530b34a000119/[/url] [url]http://photos.3dvisionlive.com/andysonofbob/image/5213523a0f3530ac4a0000fa/[/url] <- this one may not look like it has much separation but I have 'fucused' the image on the ship which is well into the scene and beyond 150m stereoscopic vision changes little for depth perception yet there is still a small amount of sepaation seen around the scene!
Yeah soz. I woke up this morning and it was still scanning the image! How do people upload images on here so easily?
I have uploaded a couple onto Live.

@Flugan yours are practically 2D at depth as well.

http://photos.3dvisionlive.com/andysonofbob/image/521349860f3530b34a000114/ <- Bo3b's
http://photos.3dvisionlive.com/andysonofbob/image/52134a9c0f3530114b00011c <-Flugan's

I tried to focus on objects as near to you as possible to give the more distant objects a chance to separate.


You will need to open them as a .jpg What I have done is superimpose the right channel over the left. If you look at the left channel you will see very little vergence apart from the HUD.

As you can see, nvidia gave a 2D game an 'Excellent' 3D rating...


edit
For a control I have added a couple from Shogun2
http://photos.3dvisionlive.com/andysonofbob/image/521350ac0f3530b34a000119/
http://photos.3dvisionlive.com/andysonofbob/image/5213523a0f3530ac4a0000fa/ <- this one may not look like it has much separation but I have 'fucused' the image on the ship which is well into the scene and beyond 150m stereoscopic vision changes little for depth perception yet there is still a small amount of sepaation seen around the scene!

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#17
Posted 08/20/2013 11:00 AM   
Thanks for the control pictures, I was thinking that we needed something that you would consider to be good as a comparison. (The upload thing on the forum seems mostly broken to me. Sometimes fast, sometimes slow, lately it decided everything I uploaded was infected and killed all my prior uploads. I'm going to skip that and use links from now on.) Looking at your photos, are we just talking about the lack of depth/separation? I completely agree that Crysis2 on 'max' has very little depth by comparison to what we often play at. Flugans' examples are substantially better than my locked variant, but still clearly less than what you'd want. If that's the case, I really don't agree with calling it 'fake-3d' or '2d+depth'. It's not the best that can be down, but it doesn't seem fake to me. It could easily be 2d+depth, I have no experience with that via Tridef, but I will observe that it is not objectionable to me. Some people really like Crysis2, and don't mind the low depth. We get people on here all the time that love 3D because of their Crysis2 introduction. What am I missing? What makes it 'fake'? My low standards: Keeping in mind that I played Dead Space 1 with no Helix mod, and turned separation low and convergence up so that the shadows would align at screen depth. And I thought it was awesome. If the game allows it, I normally play at 100% depth, with a little convergence added to pull guns out of screen.
Thanks for the control pictures, I was thinking that we needed something that you would consider to be good as a comparison.

(The upload thing on the forum seems mostly broken to me. Sometimes fast, sometimes slow, lately it decided everything I uploaded was infected and killed all my prior uploads. I'm going to skip that and use links from now on.)


Looking at your photos, are we just talking about the lack of depth/separation? I completely agree that Crysis2 on 'max' has very little depth by comparison to what we often play at. Flugans' examples are substantially better than my locked variant, but still clearly less than what you'd want.


If that's the case, I really don't agree with calling it 'fake-3d' or '2d+depth'. It's not the best that can be down, but it doesn't seem fake to me. It could easily be 2d+depth, I have no experience with that via Tridef, but I will observe that it is not objectionable to me.

Some people really like Crysis2, and don't mind the low depth. We get people on here all the time that love 3D because of their Crysis2 introduction.

What am I missing? What makes it 'fake'?


My low standards: Keeping in mind that I played Dead Space 1 with no Helix mod, and turned separation low and convergence up so that the shadows would align at screen depth. And I thought it was awesome. If the game allows it, I normally play at 100% depth, with a little convergence added to pull guns out of screen.

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#18
Posted 08/21/2013 12:33 AM   
Hello mate. It isn't low standards, there is simply no 3D at all (bar weapon and HUD). It is literally a 2D image 'pushed back'. Because the gun and various HUD elements *are* rendered in 3D, but placed in front of the pushed back 2D image, it gives the illusion of 3D. A comparison could be theatre. You have some detail in proper 3D (actors, props etc.) but the background is drawn on a canvas. Because you have the stage set correctly the background does a good job of looking distant. Crysis 2 has rendered the HUD and weapon in 3D but EVERYTHING else in 2D. [list] [.]Download and open the image below (the one of yours I superimposed) as a jpg not jps in a normal graphics editor (Paint will do). [i]BTW You chose a great scene for this because it showed the pavement going into the distance.[/i] [url]http://photos.3dvisionlive.com/andysonofbob/image/521349860f3530b34a000114/[/url][/.] [.]You will see two images: left and right. Completely ignore the right image! Just look at the left.[/.] [.][i]What I did was to copy and paste the right image and place it on top of the left. Instead of focusing the scene on the weapon (as Crysis does), I focused it on the closest part of the pavement.[/i][/.] [.]On a true 3D image (even one with a low depth/comvergence setting), it shouldn't matter where you focus the scene as it should separate as you move closer or move beyond the focus point.[/.] [.]As you can see the weapon separates, as do the HUD elements, but there is no separation on the scene whatsoever. Look at the statue of liberty in the distance (roughly focused) now look at the closest part of the pavement (also roughly focused). [i]Any bluring is probably because my positioning of the two images isn't pixel perfect![/i] :( [/.] If you look at my Shogun images you can still see separation on the boat scene despite having panned the camera back to a point where stereoscopic vergence is negligable. Hope I made sense! [/list]
Hello mate.

It isn't low standards, there is simply no 3D at all (bar weapon and HUD). It is literally a 2D image 'pushed back'. Because the gun and various HUD elements *are* rendered in 3D, but placed in front of the pushed back 2D image, it gives the illusion of 3D.

A comparison could be theatre. You have some detail in proper 3D (actors, props etc.) but the background is drawn on a canvas. Because you have the stage set correctly the background does a good job of looking distant. Crysis 2 has rendered the HUD and weapon in 3D but EVERYTHING else in 2D.

  • Download and open the image below (the one of yours I superimposed) as a jpg not jps in a normal graphics editor (Paint will do). BTW You chose a great scene for this because it showed the pavement going into the distance. http://photos.3dvisionlive.com/andysonofbob/image/521349860f3530b34a000114/
  • You will see two images: left and right. Completely ignore the right image! Just look at the left.
  • What I did was to copy and paste the right image and place it on top of the left. Instead of focusing the scene on the weapon (as Crysis does), I focused it on the closest part of the pavement.
  • On a true 3D image (even one with a low depth/comvergence setting), it shouldn't matter where you focus the scene as it should separate as you move closer or move beyond the focus point.
  • As you can see the weapon separates, as do the HUD elements, but there is no separation on the scene whatsoever. Look at the statue of liberty in the distance (roughly focused) now look at the closest part of the pavement (also roughly focused). Any bluring is probably because my positioning of the two images isn't pixel perfect! :(

  • If you look at my Shogun images you can still see separation on the boat scene despite having panned the camera back to a point where stereoscopic vergence is negligable.

    Hope I made sense!

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#19
Posted 08/21/2013 09:05 AM   
Great description, thanks. This is what you mean by 2D+depth, right? Where there is a 2D scene rendered at depth, just like a stage backdrop. I was looking at this alignment in a similar way. Use the StereoPhotoMaker app. It's free, and allows you to do left right alignment at the pixel level, and zoom in at the same time. There is a mode where you can see the left/right images over a merged alignment image at the bottom, called Adjustment View (F5). [url]http://stereo.jpn.org/eng/stphmkr/[/url] The reason this might be interesting is because it allows you to do live comparisons at any depth. When I zoom into that low-separation image I provided earlier, I still see the curb fuzzy up close. Here's an example using StereoPhotomaker to align the Statue of Liberty. Notice how the curb is still slightly fuzzy up close. [img]http://bo3b.net/Crysis2/crysis2align.jpg[/img] That image isn't super great as a test case, because it's too low res at 1024x768 and low separation. In this case, it's only off by maybe a couple of pixels. I'll see if I can make a better test case.
Great description, thanks. This is what you mean by 2D+depth, right? Where there is a 2D scene rendered at depth, just like a stage backdrop.


I was looking at this alignment in a similar way. Use the StereoPhotoMaker app. It's free, and allows you to do left right alignment at the pixel level, and zoom in at the same time. There is a mode where you can see the left/right images over a merged alignment image at the bottom, called Adjustment View (F5).

http://stereo.jpn.org/eng/stphmkr/


The reason this might be interesting is because it allows you to do live comparisons at any depth. When I zoom into that low-separation image I provided earlier, I still see the curb fuzzy up close. Here's an example using StereoPhotomaker to align the Statue of Liberty. Notice how the curb is still slightly fuzzy up close.

Image


That image isn't super great as a test case, because it's too low res at 1024x768 and low separation. In this case, it's only off by maybe a couple of pixels. I'll see if I can make a better test case.

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#20
Posted 08/21/2013 11:43 AM   
[quote="andysonofbob"]It isn't low standards, there is simply no 3D at all (bar weapon and HUD). It is literally a 2D image 'pushed back'. Because the gun and various HUD elements *are* rendered in 3D, but placed in front of the pushed back 2D image, it gives the illusion of 3D. A comparison could be theatre. You have some detail in proper 3D (actors, props etc.) but the background is drawn on a canvas. Because you have the stage set correctly the background does a good job of looking distant. Crysis 2 has rendered the HUD and weapon in 3D but EVERYTHING else in 2D.[/quote]I don't think that's entirely accurate, the background may not be 3D but it's still being faked, there are shifts left and right that increase with distance. It may not be as noticeable on a smaller monitor, at lower depths, or resolutions but it is there. I took one of Flugan's pics and put the one view over the other in GIMP and set the layer to difference, if both backgrounds were the same the image would be all black, then I shifted the layer and made an animated gif out of just the background, there would have been way too many frames to do the gun and HUD also. It's 23 frames, so it was shifted 23 pixels but I had to scale it to 50% because it was too big to upload. [url]http://img266.imageshack.us/img266/5502/bnj.gif[/url]
andysonofbob said:It isn't low standards, there is simply no 3D at all (bar weapon and HUD). It is literally a 2D image 'pushed back'. Because the gun and various HUD elements *are* rendered in 3D, but placed in front of the pushed back 2D image, it gives the illusion of 3D.

A comparison could be theatre. You have some detail in proper 3D (actors, props etc.) but the background is drawn on a canvas. Because you have the stage set correctly the background does a good job of looking distant. Crysis 2 has rendered the HUD and weapon in 3D but EVERYTHING else in 2D.
I don't think that's entirely accurate, the background may not be 3D but it's still being faked, there are shifts left and right that increase with distance. It may not be as noticeable on a smaller monitor, at lower depths, or resolutions but it is there. I took one of Flugan's pics and put the one view over the other in GIMP and set the layer to difference, if both backgrounds were the same the image would be all black, then I shifted the layer and made an animated gif out of just the background, there would have been way too many frames to do the gun and HUD also. It's 23 frames, so it was shifted 23 pixels but I had to scale it to 50% because it was too big to upload.

http://img266.imageshack.us/img266/5502/bnj.gif
#21
Posted 08/21/2013 01:36 PM   
When viewing photos, videos or games I use the 'rock side to side' method to test depth. To test 'real 3D' to compare, stand 6-10' from a window with a good collection of objects near to far. As you rock side to side notice how the scene seemingly 'rotates' and shifts with object farther away move/shift faster than closer objects. The posted Crysis2 anaglyth images look real enough until you take depth into consideration. With the Statue in perfect alignment we should be seeing two distinct smoke stacks (on the boat to the right) along with two very distinct guns. While there is some depth presented here, its not realistic which breaks the effect for me. In my book, "good 3D" almost always has "popout". A short 10-15 second clip at the start of "A Christmas Carol" is a very good example of this. (it appears to be snowing in my living room!) "Yogi Bear" is another decent example of a feature film with items that fly out of the screen. Seemingly because of the 10% of the population that gets headaches one or all of the following happens to what we see in the theater: a handful (or less) of 3D scenes are scattered in a mostly 2D movie, the foreground (in focus) object is masked off while the background is shifted/pushed back to fake some depth and/or the 3D effect is so minimal that its fairly useless. Sadly you can watch 90% or more of features such as "The Hobbit" without 3D glasses on.
When viewing photos, videos or games I use the 'rock side to side' method to test depth.

To test 'real 3D' to compare, stand 6-10' from a window with a good collection of objects near to far. As you rock side to side notice how the scene seemingly 'rotates' and shifts with object farther away move/shift faster than closer objects.

The posted Crysis2 anaglyth images look real enough until you take depth into consideration. With the Statue in perfect alignment we should be seeing two distinct smoke stacks (on the boat to the right) along with two very distinct guns. While there is some depth presented here, its not realistic which breaks the effect for me.

In my book, "good 3D" almost always has "popout". A short 10-15 second clip at the start of "A Christmas Carol" is a very good example of this. (it appears to be snowing in my living room!) "Yogi Bear" is another decent example of a feature film with items that fly out of the screen.

Seemingly because of the 10% of the population that gets headaches one or all of the following happens to what we see in the theater: a handful (or less) of 3D scenes are scattered in a mostly 2D movie, the foreground (in focus) object is masked off while the background is shifted/pushed back to fake some depth and/or the 3D effect is so minimal that its fairly useless. Sadly you can watch 90% or more of features such as "The Hobbit" without 3D glasses on.

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#22
Posted 08/21/2013 02:01 PM   
@TsaebehT That's pretty cool. Does it take long to do? If not and if you get a chance, would you do the same for Bo3b's image (the one I have been using) and this one [url]http://photos.3dvisionlive.com/andysonofbob/image/5214da180f35305f79000069/[/url] please? I would be curious to see how it looks. I still think that blur is just lack of focus on the scene itself not 3D vergence. The distant objects look blurry to me also. To compare I have taken some images from Wargames AA (they have messed it up btw - EE was awesome in 3D, AA has 2D unit icons :( ). Again, please download them and look at the left channel only. Seriously, how do you guys post an image? Do you have to be part of some club or somink? [url]http://photos.3dvisionlive.com/andysonofbob/image/5214d4ef0f3530157f00013b/[/url] <- 100% [url]http://photos.3dvisionlive.com/andysonofbob/image/5214d5270f35304546000043/[/url] <- losest possible depth. I had to put my finger on the screen to see that there was any depth whatsoever. [url]http://photos.3dvisionlive.com/andysonofbob/image/5214d5b70f35304546000044/[/url] <- lowest depth again but I didn't sync it totally. You should be able to see an optical illusion making it look like the road lines are become more separated. I would imagine this effect is magnified pushing the entire seen at depth... I seriously doubt there is any 3D going on in Crysis2
@TsaebehT
That's pretty cool. Does it take long to do? If not and if you get a chance, would you do the same for Bo3b's image (the one I have been using) and this one http://photos.3dvisionlive.com/andysonofbob/image/5214da180f35305f79000069/ please? I would be curious to see how it looks.

I still think that blur is just lack of focus on the scene itself not 3D vergence. The distant objects look blurry to me also.

To compare I have taken some images from Wargames AA (they have messed it up btw - EE was awesome in 3D, AA has 2D unit icons :( ). Again, please download them and look at the left channel only. Seriously, how do you guys post an image? Do you have to be part of some club or somink?

http://photos.3dvisionlive.com/andysonofbob/image/5214d4ef0f3530157f00013b/ <- 100%
http://photos.3dvisionlive.com/andysonofbob/image/5214d5270f35304546000043/ <- losest possible depth. I had to put my finger on the screen to see that there was any depth whatsoever.
http://photos.3dvisionlive.com/andysonofbob/image/5214d5b70f35304546000044/ <- lowest depth again but I didn't sync it totally. You should be able to see an optical illusion making it look like the road lines are become more separated. I would imagine this effect is magnified pushing the entire seen at depth...

I seriously doubt there is any 3D going on in Crysis2

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#23
Posted 08/21/2013 03:09 PM   
Here's the Wargames AA one, I'll have to do the other one a bit later. You can clearly see the difference though as to how much of the image is different, pretty sure it works off of the color info. [url]http://img580.imageshack.us/img580/4959/yjxu.gif[/url]
Here's the Wargames AA one, I'll have to do the other one a bit later. You can clearly see the difference though as to how much of the image is different, pretty sure it works off of the color info.

http://img580.imageshack.us/img580/4959/yjxu.gif
#24
Posted 08/21/2013 04:53 PM   
Mate, That is so cool. Thanks for that. The difference is astonishing! Awesome.
Mate,
That is so cool. Thanks for that. The difference is astonishing! Awesome.

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#25
Posted 08/21/2013 07:17 PM   
No problem, here's the other one. I had to resize it a bit, 80%, because it was over 10MB and ImageShack didn't let me up it. [url]http://img842.imageshack.us/img842/9836/h8ku.gif[/url]
No problem, here's the other one. I had to resize it a bit, 80%, because it was over 10MB and ImageShack didn't let me up it.

http://img842.imageshack.us/img842/9836/h8ku.gif
#26
Posted 08/21/2013 08:49 PM   
Interesting test case. I like the moving bar effect. I'm pretty sure that all of these test cases demonstrate that Crysis2 does in fact have actual 3D here, and is not the case of 2D@depth. Take TsaebehT's example. The bar moves across the image, same as in the wargames case. Not as dramatic, but that's because the separation is low. If there were no 3D in the image, you should have a single spot where the entire frame is black, right? And that doesn't happen. In my example of the curving roadway. The two sort of straight lines diverge into the distance, when viewed with no glasses. This is what we'd expect for increasing depth into distance, that's how stereoscopic works. Separation is what gives the illusion of depth. Also, if the images for left and right were identical, then the lines should not diverge. They would be at the same distance from each other all the way. If you use the StereoPhotoMaker test, if this were 2D@depth, there should be a spot where every single pixel aligns, and there is no fuzziness in the image anywhere. This doesn't happen, you can either fuzz the front or back of the image, but not have it clear. I think that what is happening is that the low separation is making the tests slightly ambiguous, and it's easy to discount some fuzz as being not aligned. This can be as small as one or two pixels. On a much stronger depth/separation image, the delta is more pronounced. This is also more true because we keep ignoring the HUD popping wildly out of the screen as we do this. For a given part of the scene that is say 10m to infinity, the delta/separation difference might easily be just a couple of pixels. That doesn't mean it's not fake, we still have the z-buffer approach which kills some information, but I think it's pretty clear that we are seeing correct eye views.
Interesting test case. I like the moving bar effect.


I'm pretty sure that all of these test cases demonstrate that Crysis2 does in fact have actual 3D here, and is not the case of 2D@depth.

Take TsaebehT's example. The bar moves across the image, same as in the wargames case. Not as dramatic, but that's because the separation is low. If there were no 3D in the image, you should have a single spot where the entire frame is black, right? And that doesn't happen.

In my example of the curving roadway. The two sort of straight lines diverge into the distance, when viewed with no glasses. This is what we'd expect for increasing depth into distance, that's how stereoscopic works. Separation is what gives the illusion of depth. Also, if the images for left and right were identical, then the lines should not diverge. They would be at the same distance from each other all the way.

If you use the StereoPhotoMaker test, if this were 2D@depth, there should be a spot where every single pixel aligns, and there is no fuzziness in the image anywhere. This doesn't happen, you can either fuzz the front or back of the image, but not have it clear.


I think that what is happening is that the low separation is making the tests slightly ambiguous, and it's easy to discount some fuzz as being not aligned. This can be as small as one or two pixels. On a much stronger depth/separation image, the delta is more pronounced.

This is also more true because we keep ignoring the HUD popping wildly out of the screen as we do this. For a given part of the scene that is say 10m to infinity, the delta/separation difference might easily be just a couple of pixels.

That doesn't mean it's not fake, we still have the z-buffer approach which kills some information, but I think it's pretty clear that we are seeing correct eye views.

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#27
Posted 08/22/2013 01:25 AM   
I have to agree with bo3b. My experience when playing Crysis 3 (tweaked for better 3d) was pretty good, though certainly not as compelling as real 3d. I tested it a reasonable amount without glasses, and there was definitely a noticeable change in convergence for objects closer to the screen (not counting the gun). Things had to be pretty close for it to happen, but it definitely happened.
I have to agree with bo3b. My experience when playing Crysis 3 (tweaked for better 3d) was pretty good, though certainly not as compelling as real 3d. I tested it a reasonable amount without glasses, and there was definitely a noticeable change in convergence for objects closer to the screen (not counting the gun). Things had to be pretty close for it to happen, but it definitely happened.

#28
Posted 08/22/2013 02:47 AM   
I think that last gif is quite conclusive. As the gif was loading I was convinced it is 2D at depth. I could be very wrong though!!! The weapon seems to render in 3D, like Wargames: in a line, running up it. But beyond the weapon you have nothing, just the scene syncing, then that bit at the end where the image seems to 'wash' fade to black as it syncs. I think this wash of black is just how the scene has become corrupted by the various art packages we have been using. It even seems to sync from bottom left to top right towards the statue. Instead of vertically like, the the weapon. If it was a pure image, with no compression, I bet the thing would sync perfectly like when you rotate polarised glasses. [url]http://photos.3dvisionlive.com/andysonofbob/image/5215c0820f3530cf460000e4/[/url] <- 3% depth. This still has clearly defined separation. Even the nearer leaves show vergence. Crysis's Liberty statue is quite a bit further out than Wargames' road, but 3% in Wargames still produces a far stronger 3D effect! If crysis 2 does have depth, it is between 0 and 3%!
I think that last gif is quite conclusive. As the gif was loading I was convinced it is 2D at depth. I could be very wrong though!!!

The weapon seems to render in 3D, like Wargames: in a line, running up it. But beyond the weapon you have nothing, just the scene syncing, then that bit at the end where the image seems to 'wash' fade to black as it syncs. I think this wash of black is just how the scene has become corrupted by the various art packages we have been using. It even seems to sync from bottom left to top right towards the statue. Instead of vertically like, the the weapon. If it was a pure image, with no compression, I bet the thing would sync perfectly like when you rotate polarised glasses.

http://photos.3dvisionlive.com/andysonofbob/image/5215c0820f3530cf460000e4/ <- 3% depth. This still has clearly defined separation. Even the nearer leaves show vergence. Crysis's Liberty statue is quite a bit further out than Wargames' road, but 3% in Wargames still produces a far stronger 3D effect!

If crysis 2 does have depth, it is between 0 and 3%!

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#29
Posted 08/22/2013 07:57 AM   
Heh! I'm convinced the other way, that there is no way it can be 2D at depth. Here is that gif, but I froze it toward the end of its cycle. This is a PNG, so lossless picture of that GIF. [img]http://bo3b.net/Crysis2/pausedgif.PNG[/img] I paused it where the black bar is moving across the deeper part of the image. Remember, this is a delta image, so where things are identical, it should be black. Note the black area in the middle where the bar was moving. Also note that we have non-black both before and after that middle area. Especially note the fence up close is quite visible. Please correct me if you think I'm wrong- but if this were 2D at depth, then shouldn't the entire image be black when the bar hits the 'backdrop', the 2D part?
Heh! I'm convinced the other way, that there is no way it can be 2D at depth. Here is that gif, but I froze it toward the end of its cycle. This is a PNG, so lossless picture of that GIF.

Image


I paused it where the black bar is moving across the deeper part of the image. Remember, this is a delta image, so where things are identical, it should be black.

Note the black area in the middle where the bar was moving. Also note that we have non-black both before and after that middle area. Especially note the fence up close is quite visible.

Please correct me if you think I'm wrong- but if this were 2D at depth, then shouldn't the entire image be black when the bar hits the 'backdrop', the 2D part?

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#30
Posted 08/23/2013 08:35 AM   
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