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3D without glasses, Cross-Eye HD

QUAKE: Forefather of the Online Deathmatch-LORE in a Minute

Payback says...

Purely by accident, I bought the infamous Asus "Wallhax" GForce 256.

With all the BS surrounding it, Asus never actually intended it as a cheat. The settings were designed for viewing 3D models with the glasses they made to go with the card. The settings were under "stereoscopic glasses" or something like that in settings. There was nothing intended to be wallhax or the like, just developer settings in the drivers.

It was like if Toyota built a Camry that used a special paint to reduce drag by 50% but later was proven to make you completely invisible to police speed radar.

deathcow said:

I had 3DFX then dual Voodoo-2, then geforce 256

How the Panama Canal was built - BBC News

freeD Yankee Stadium

eric3579 says...

See video here for explanation. Not to many cameras actually needed:
http://www.replay-technologies.com/technology.html

Our technology works by capturing reality not as just a two dimensional, or stereoscopic representation, but as a true three dimensional scene, comprised of three dimensional "pixels" that faithfully represent the fine details of the scene. This information is stored as a freeD™ database, which can then be tapped to produce (render) any desired viewing angle from the detailed information.

This enables a far superior way of capturing reality, which allows breaking free from the constraints of where a physical camera with a particular lens had been placed, to allow a freedom of viewing which has endless possibilities.

The current working deliverable of this technology ("Watch As U Want") allows producers and directors to create "impossible" camera views of a given moment in time as seen in Yankee Baseball YES View- But we believe that ultimately the biggest freeD™ innovation, as display technologies get better and more advanced, will allow the user to get fully and interactively immerse in the content.

artician said:

They must have a string of at least a hundred cameras along that trajectory that synchronize their shutters (how they do it in film, too). Must be an expensive setup.

Oculus Rift: The first truly immersive VR headset for games

shuac says...

Oh shit, I forgot about the cyberpuck, which sounds like a robotic Shakespeare character. <- boom goes the dynamite.
And the whole 1280 x 800 smacks of bs to me in the same way Forte's claims of 512x460 did: adding together the per-eye resolution. Granted, they seem to be upfront about the vertical resolution of 800 (which isn't great for 2012 either) but that horizontal res? Boolshit! It might be 1280 for an iguana with eyes on either side of it's head, looking at different shit per eyeball all its life. But for we humans, each eyeball pretty much looks at the same thing, not accounting for parallax of course. So I'd say the actual horizontal resolution might approach 800, depending on how much they want each eye to "share" as it were. So it's essentially a giant square.

Naysaying/partypooping aside, it still looks promising. There's nothing quite like moving your head around to observe a virtual world: it affords the kind of immersion you can't touch with a standard monitor setup, I don't care how big it is. <- that's what she never says. Boom again!

>> ^probie:

>> ^shuac:
Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.
Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.
While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.

Ha! I, too, bought a VFX-1 headset. (Had to buy a separate Number Nine S3 Virge card as well so the interface cable would work). I never did play SS1 on it, but I did roll through Quake 1 and all of it's mission packs, as well as used it for Looking Glass' Flight Unlimited. I never used the Cyberpuck controller, as it wasn't very intuitive to me. Once GLQuake came out (which had to run at nothing less than 512x384) that was the final nail in the coffin. But fun times while it lasted.

Oculus Rift: The first truly immersive VR headset for games

probie says...

>> ^shuac:

Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.
Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.
While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.


Ha! I, too, bought a VFX-1 headset. (Had to buy a separate Number Nine S3 Virge card as well so the interface cable would work). I never did play SS1 on it, but I did roll through Quake 1 and all of it's mission packs, as well as used it for Looking Glass' Flight Unlimited. I never used the Cyberpuck controller, as it wasn't very intuitive to me. Once GLQuake came out (which had to run at nothing less than 512x384) that was the final nail in the coffin. But fun times while it lasted.

Oculus Rift: The first truly immersive VR headset for games

shuac says...

Back in '96, I bought a Forte VFX-1 which was a VR headset with stereoscopic vision, very comfy over-the-ear headphones, and motion tracking. All for about $1000.

Each eyeball had it's own little LCD screen (263x230) and I can tell you that it looked like pure ass. Despite it's shortcomings, I played the original System Shock with it and I still have very fond memories of skulking through Citadel station with that thing strapped to my melon.

While I'm not interested in contributing to a kickstarter campaign (after all, that's why we have venture capitalists), I may be interested in a finished retail product.

Going to Walawalawalawalala world, going to Walmart!

solecist says...

>> ^GenjiKilpatrick:

@legacy0100
Great! Finally someone that can disagree without being a thick-skulled knob-gobbler about it.
The only thing I would add is:
Considering discoveries in neuroscience reveal that ALL humans have nowhere near the control over our behavior as previously thought, their low standards aren't their fault.
http://youtu.be/wSQY7zHk5y8
[The interviewer initiates the question at 1:55, the answer is at 3:25-3:50]
Years of limited opportunities and poor impulse control create communities like you find in ghettos.
So why you might feel cultures are greater or lesser, again, that's plain ethnocentric bias.
All cultures are equal because they all developed as different ways of coping with life.
Just like how all biological adaptations like fins, feet, hooves, stereoscopic eyes, or large ears are all developed to cope with slightly different environment or circumstances.
And again, thanks for using your brain. = D


says the guy who just called us thick-skulled knob-gobblers. what is a knob-gobbler, genji? am i right in assuming that you've just used a term referencing male homosexuality in a negative manner? sounds like ethnocentric bias to me. i would know, because some pretentious twat just told me all about it.

Going to Walawalawalawalala world, going to Walmart!

GenjiKilpatrick says...

@legacy0100

Great! Finally someone that can disagree without being a thick-skulled knob-gobbler about it.

The only thing I would add is:

Considering discoveries in neuroscience reveal that ALL humans have nowhere near the control over our behavior as previously thought, their low standards aren't their fault.

http://youtu.be/wSQY7zHk5y8

[The interviewer initiates the question at 1:55, the answer is at 3:25-3:50]

Years of limited opportunities and poor impulse control create communities like you find in ghettos.

So why you might feel cultures are greater or lesser, again, that's plain ethnocentric bias.

All cultures are equal because they all developed as different ways of coping with life.

Just like how all biological adaptations like fins, feet, hooves, stereoscopic eyes, or large ears are all developed to cope with slightly different environment or circumstances.

And again, thanks for using your brain. = D

Playstation 4 - Leaked Launch Trailer [FAKE]

Sketch says...

^ Yeah, it's fake according to Sony hardware PR representative Al de Leon, but then E3 is right around the corner and they aren't going to show their cards before the press conference. Still, I doubt that they would be releasing a new console any time soon, when it's finally gained market share, especially given the financial beating that Sony took for PS3's first couple of years. And PS3 has stereoscopic capability since the April firmware update. If it turns out to be real, I suspect it will be a reference to another major firmware update, as the current system software is 3.30, but we shall see. I'll be eagerly watching the Sony Press conference.

Damn, I wish I had an E3 badge this year!

Japanese Hentai video game "Real Kanojo" benchmark and demo

mxxcon says...

A new game titled Real Kanojo (Real Girlfriend) is a dating simulator.

The game has the ability to use face tracking technology via a webcam. So when you make motions like nodding "she" can respond to you. It also supports 3D glasses – stereoscopic, red and blue 3D glasses to give the illusion of depth and realism. Which is great because just like my last girlfriend, the 3D glasses are bound to give me a headache after a while. IT'S SO REAL!

Real Girlfriend aims to be the most technologically advanced virtual girlfriend game to date. A title every developer should be striving for. All of the scenes are motion captured, it's compatible with Windows 7, supports wide screen monitors (in case your into big girls, I guess), and multi-core CPUs.

The creators of the game have sadly decided to release the game exclusively in Japan.

Homepage for this game is http://www.illusion.jp/index2.html
Download link for this benchmark is http://download.illusion.jp/download/dlexe/real_01_trial.exe
Another video of this game http://www.viddler.com/explore/shogungamer/videos/460/0.522

PC Game Gun

shuac says...

>> ^entr0py:
This video along with Johnny Lee's awesome Wii hacks make me think that hardware companies could easily come up with really amazing stuff if they wanted to. And what do we get? The xbox camera/mic and the ps3 wagglesticks.
Just curious, did any of you try virtual reality around 16 years ago when it was newish and being hyped in the media? It's an amazing experience, I still haven't seen anything that compares to it to this day.
The setup I tried had a full helmet with two stereoscopic screens which surrounds the field of view, has built in speakers, and blocks out external light and sound. As well as independent motion tracking of the head and hands. It ran a simple but intuitive FPS, which was also the first true 3D (no sprites) FPS I had ever seen. Compared to that I always have to laugh when people talk about today's games as being "immersive"


You might be talking about the Forte VFX1 Headset, which was by far the geekiest gadget since the Nintendo Power Glove. I played the original System Shock on it and it was great.

http://www.combatsim.com/archive/htm/htm_arc4/vfx1.htm

PC Game Gun

entr0py says...

This video along with Johnny Lee's awesome Wii hacks make me think that hardware companies could easily come up with really amazing stuff if they wanted to. And what do we get? The xbox camera/mic and the ps3 wagglesticks.

Just curious, did any of you try virtual reality around 16 years ago when it was newish and being hyped in the media? It's an amazing experience, I still haven't seen anything that compares to it to this day.

The setup I tried had a full helmet with two stereoscopic screens which surrounds the field of view, has built in speakers, and blocks out external light and sound. As well as independent motion tracking of the head and hands. It ran a simple but intuitive FPS, which was also the first true 3D (no sprites) FPS I had ever seen. Compared to that I always have to laugh when people talk about today's games as being "immersive"

Arma 2 Huge Battle 1000 AI

E3 2009 - Project Natal: Lionhead Milo Project

Sketch says...

While I agree with your observations on the Molyneux hype machine, he at least does provide brief glimpses of originality and possibility for things like this, even if they don't always deliver for full fledged game experiences. Someone else might be able to do something special with it though. Frankly, when he came out on stage for Natal, I thought for sure he would be showing a tech demo for a Black and White 3 project with this. The motion interaction is exactly what he was trying to convey the first time around. Milo, I think, is far more compelling.

As for why we haven't incorporated this tech before, who knows? Processor speed in consoles is finally fast enough to handle the data? Frame rate and resolution for cameras was too low? Stereoscopic spacial recognition being new? I think with camera tech getting better and cheaper, this now becomes economically viable, where before the price point was probably out of reach for a console peripheral. But I'm just guessing.



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