I spotted this over at [url="http://3dvision-blog.com/7838-more-about-the-upcoming-star-trek-and-it-being-3d-vision-ready/"]3D Vision Blog[/url], and thought it was one of the best things I read in a while. A large developer like DE finally going full-on 3D? Sounds too good to be true. Excerpt:
“We’ve partnered with NVIDIA using their 3D Vision technology to bring the entire world to life in 3D, and more importantly the game has been made to be 3D from day one. The team sat there at Digital Extremes going, ‘how do we create a game with 3D in mind, so that the 3D is adding to the experience, bringing fans into the world of Star Trek?’ We sat down with the NVIDIA team and Digital Extremes development team and said, ‘what can we do to add 3D in, not just to say we’ve done it in 3D?’, but the matter of the fact is that we want to be able to enhance the experience, so when consumers play the game they feel much further and deeper into the Star Trek universe.â€
Let's hear everyone's opinion, about how you feel 3D enhances your experience in a 3rd person shooter. What would you like to tell DE about their implementation of 3D?
My advice to DE is to start by making sure they got the basics right. We don't want to see ANY 2D elements, be it the in-game interface, menu, or anything that floats in 2D at screen depth on top of everything else. None, not even a tiny speck of 2D in the whole game from start-up to the end credits.
Next, sometimes when you use high depth, you see part of the game world, or some objects, disappear at the sides of the screen, this is caused by engine optimization being made for a standard 2D viewport (we see this even in some 3D Ready games). This needs to be sorted out.
Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen. When we are indoors or near a wall, sometimes the camera will get pushed forward towards the character to avoid clipping through a hard surface, and due to the high convergence we lose focus on the character model. This should be avoided.
Finally, they should make playing through Trine 2 in 3D mandatory for the whole team so everyone knows what a first-rate, flawless, exceptionally good looking 3D title is like. They should aim to make Star Trek look as good or better.
I spotted this over at 3D Vision Blog, and thought it was one of the best things I read in a while. A large developer like DE finally going full-on 3D? Sounds too good to be true. Excerpt:
“We’ve partnered with NVIDIA using their 3D Vision technology to bring the entire world to life in 3D, and more importantly the game has been made to be 3D from day one. The team sat there at Digital Extremes going, ‘how do we create a game with 3D in mind, so that the 3D is adding to the experience, bringing fans into the world of Star Trek?’ We sat down with the NVIDIA team and Digital Extremes development team and said, ‘what can we do to add 3D in, not just to say we’ve done it in 3D?’, but the matter of the fact is that we want to be able to enhance the experience, so when consumers play the game they feel much further and deeper into the Star Trek universe.â€
Let's hear everyone's opinion, about how you feel 3D enhances your experience in a 3rd person shooter. What would you like to tell DE about their implementation of 3D?
My advice to DE is to start by making sure they got the basics right. We don't want to see ANY 2D elements, be it the in-game interface, menu, or anything that floats in 2D at screen depth on top of everything else. None, not even a tiny speck of 2D in the whole game from start-up to the end credits.
Next, sometimes when you use high depth, you see part of the game world, or some objects, disappear at the sides of the screen, this is caused by engine optimization being made for a standard 2D viewport (we see this even in some 3D Ready games). This needs to be sorted out.
Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen. When we are indoors or near a wall, sometimes the camera will get pushed forward towards the character to avoid clipping through a hard surface, and due to the high convergence we lose focus on the character model. This should be avoided.
Finally, they should make playing through Trine 2 in 3D mandatory for the whole team so everyone knows what a first-rate, flawless, exceptionally good looking 3D title is like. They should aim to make Star Trek look as good or better.
Obviously agree with what you said barr one thing...
"[i]Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen.[/i]" Dunno about this, everyone raves about Avatar the Game. I hate it. I can't play it because there is no way to push the character into the screen. I game on a desktop and I don't like focusing on things closer than the screen. Bullets / spears coming at you: yes; permanent characters: no. At least allow the gamer to control this.
Also:
I would like to see active effect icons, compasses or anything else which remains on the screen for more than a few moments kept away from the top middle section of the screen. I find that headache inducing.
In addition to Trine 2, make them play Batman AC where we have excellent 3D utilisation with a couple of issues which you seem to have highlighted. Convergence becoming too great at cutscenes or when an enclosed environment.
Obviously agree with what you said barr one thing...
"Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen." Dunno about this, everyone raves about Avatar the Game. I hate it. I can't play it because there is no way to push the character into the screen. I game on a desktop and I don't like focusing on things closer than the screen. Bullets / spears coming at you: yes; permanent characters: no. At least allow the gamer to control this.
Also:
I would like to see active effect icons, compasses or anything else which remains on the screen for more than a few moments kept away from the top middle section of the screen. I find that headache inducing.
In addition to Trine 2, make them play Batman AC where we have excellent 3D utilisation with a couple of issues which you seem to have highlighted. Convergence becoming too great at cutscenes or when an enclosed environment.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
“We’ve partnered with NVIDIA using their 3D Vision technology to bring the entire world to life in 3D, and more importantly the game has been made to be 3D from day one. The team sat there at Digital Extremes going, ‘how do we create a game with 3D in mind, so that the 3D is adding to the experience, bringing fans into the world of Star Trek?’ We sat down with the NVIDIA team and Digital Extremes development team and said, ‘what can we do to add 3D in, not just to say we’ve done it in 3D?’, but the matter of the fact is that we want to be able to enhance the experience, so when consumers play the game they feel much further and deeper into the Star Trek universe.â€
Let's hear everyone's opinion, about how you feel 3D enhances your experience in a 3rd person shooter. What would you like to tell DE about their implementation of 3D?
My advice to DE is to start by making sure they got the basics right. We don't want to see ANY 2D elements, be it the in-game interface, menu, or anything that floats in 2D at screen depth on top of everything else. None, not even a tiny speck of 2D in the whole game from start-up to the end credits.
Next, sometimes when you use high depth, you see part of the game world, or some objects, disappear at the sides of the screen, this is caused by engine optimization being made for a standard 2D viewport (we see this even in some 3D Ready games). This needs to be sorted out.
Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen. When we are indoors or near a wall, sometimes the camera will get pushed forward towards the character to avoid clipping through a hard surface, and due to the high convergence we lose focus on the character model. This should be avoided.
Finally, they should make playing through Trine 2 in 3D mandatory for the whole team so everyone knows what a first-rate, flawless, exceptionally good looking 3D title is like. They should aim to make Star Trek look as good or better.
“We’ve partnered with NVIDIA using their 3D Vision technology to bring the entire world to life in 3D, and more importantly the game has been made to be 3D from day one. The team sat there at Digital Extremes going, ‘how do we create a game with 3D in mind, so that the 3D is adding to the experience, bringing fans into the world of Star Trek?’ We sat down with the NVIDIA team and Digital Extremes development team and said, ‘what can we do to add 3D in, not just to say we’ve done it in 3D?’, but the matter of the fact is that we want to be able to enhance the experience, so when consumers play the game they feel much further and deeper into the Star Trek universe.â€
Let's hear everyone's opinion, about how you feel 3D enhances your experience in a 3rd person shooter. What would you like to tell DE about their implementation of 3D?
My advice to DE is to start by making sure they got the basics right. We don't want to see ANY 2D elements, be it the in-game interface, menu, or anything that floats in 2D at screen depth on top of everything else. None, not even a tiny speck of 2D in the whole game from start-up to the end credits.
Next, sometimes when you use high depth, you see part of the game world, or some objects, disappear at the sides of the screen, this is caused by engine optimization being made for a standard 2D viewport (we see this even in some 3D Ready games). This needs to be sorted out.
Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen. When we are indoors or near a wall, sometimes the camera will get pushed forward towards the character to avoid clipping through a hard surface, and due to the high convergence we lose focus on the character model. This should be avoided.
Finally, they should make playing through Trine 2 in 3D mandatory for the whole team so everyone knows what a first-rate, flawless, exceptionally good looking 3D title is like. They should aim to make Star Trek look as good or better.
Love 3D
This should be stickied!
Obviously agree with what you said barr one thing...
"[i]Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen.[/i]" Dunno about this, everyone raves about Avatar the Game. I hate it. I can't play it because there is no way to push the character into the screen. I game on a desktop and I don't like focusing on things closer than the screen. Bullets / spears coming at you: yes; permanent characters: no. At least allow the gamer to control this.
Also:
I would like to see active effect icons, compasses or anything else which remains on the screen for more than a few moments kept away from the top middle section of the screen. I find that headache inducing.
In addition to Trine 2, make them play Batman AC where we have excellent 3D utilisation with a couple of issues which you seem to have highlighted. Convergence becoming too great at cutscenes or when an enclosed environment.
Love 3D
This should be stickied!
Obviously agree with what you said barr one thing...
"Now, in most third person games, we raise the convergence up a little bit to have the character appear out of the screen." Dunno about this, everyone raves about Avatar the Game. I hate it. I can't play it because there is no way to push the character into the screen. I game on a desktop and I don't like focusing on things closer than the screen. Bullets / spears coming at you: yes; permanent characters: no. At least allow the gamer to control this.
Also:
I would like to see active effect icons, compasses or anything else which remains on the screen for more than a few moments kept away from the top middle section of the screen. I find that headache inducing.
In addition to Trine 2, make them play Batman AC where we have excellent 3D utilisation with a couple of issues which you seem to have highlighted. Convergence becoming too great at cutscenes or when an enclosed environment.
Lord, grant me the serenity to accept the things I cannot change, the courage to change the things I can, and the wisdom to know the difference.
-------------------
Vitals: Windows 7 64bit, i5 2500 @ 4.4ghz, SLI GTX670, 8GB, Viewsonic VX2268WM
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