Edited by Archtus, 03 April 2012 - 02:16 PM.
0
3D implementation?
Started by Archtus, Apr 03 2012 02:15 PM
1 reply to this topic
#1
Posted 03 April 2012 - 02:15 PM
I noticed on the trailers there was the nVidida logo. Are y'all considering adding 3D display to the game?
#2
Posted 03 April 2012 - 06:14 PM
Notably, this is not as difficult as it sounds, so positively yes. In case anyone is unfamiliar, nVidia3D will work with any game automatically. You can even do the red/blue glasses style 3D, but obviously the effect is the best with full color video. If you want an example of how freaking awesome 3D can be, I highly recommend checking it out with the PC version of Dead Space: A game that doesn't officially support it, but looks absolutely stunning in it, even with the cheap red/blue style. If you've got a pair of the glasses sitting around for some reason, give the drivers a shot.
Now that said, there are "quirks." If a game wasn't designed for 3D, the way it renders effects (in particular overlay effects) can cause a whole ton of problems - for example if a target lock information box is around a target, but is rendered in the foreground while the object is far away, the effect is terrible. This amusingly makes Raid Mode in the 3DS version of Resident Evil: Revelations utterly unplayable (despite it being designed ground up for 3D, and making great use of it in the main game) as an example, but it happens in other games not designed for 3D too.
So really, to implement 3D properly, PGI basically needs to just have one of their internal testers playing in 3D and implement a "3D" check box in the UI that will correct things like this; or, alternately, just outright correct them in advance (the way the layers render), despite being completely unnoticeable to anyone not playing in 3D. I'm definitely not saying it's no work - if your particle effect isn't built for 3D making it work in 3D could be quite a problem - but overall, most games are a mere few tweaks from being really good in the format.
Now that said, there are "quirks." If a game wasn't designed for 3D, the way it renders effects (in particular overlay effects) can cause a whole ton of problems - for example if a target lock information box is around a target, but is rendered in the foreground while the object is far away, the effect is terrible. This amusingly makes Raid Mode in the 3DS version of Resident Evil: Revelations utterly unplayable (despite it being designed ground up for 3D, and making great use of it in the main game) as an example, but it happens in other games not designed for 3D too.
So really, to implement 3D properly, PGI basically needs to just have one of their internal testers playing in 3D and implement a "3D" check box in the UI that will correct things like this; or, alternately, just outright correct them in advance (the way the layers render), despite being completely unnoticeable to anyone not playing in 3D. I'm definitely not saying it's no work - if your particle effect isn't built for 3D making it work in 3D could be quite a problem - but overall, most games are a mere few tweaks from being really good in the format.
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