Hey I've just discovered this thread and the stereoscopic 3D feature after a few months not touching Dolphin.
I haven't tried the new feature yet but I salute the effort from the Dolphin developers.
I have previously used dolphin in stereo 3D with iZ3D drivers and some games looked great.
see here a video of mine demonstrating 3D with dolphin playing Soul Calibur 2. I also wanted to do SMG but the game slows down too much and the music shutting down made me decide to wait more before attempting to record that game
http://www.youtube.com/watch?v=JeloBu915-Y
Having someone from the Dolphin team working on it and integrating stereo3D into the rendering plug-ins might help solving bugs and improving rendering performance. I think it's good news !
The temporal stereo is a neat idea to try and keep equivalent performance between 2D and stereo 3D, unfortunately I fear moving scenes (any speed) would create serious depth artefacts like what happens with high motion scenes with shutter based stereoscopic 3D displays.
Since I own equipment that is capable of displaying left and right eye views simultaneously and a beefy graphics card, I'd like to have the option to render both left and right eye views for every frame. It is a simple way to provide universal full colour stereoscopic pictures for any stereoscopic display (be it shutter based like Nvidia 3D Vision and 3DTVs, or passive like the new LG CF3D projector, Dual-Head polarised projectors, Dual-Head Infitec/Dolby3D projectors, Stereo-Mirror rigs, line interleaved polarised LCD screens Head Mounted Displays, etc...)
Nvidia has a special API so that applications can output the left and right eye views and then the Nvidia GPU driver takes care of displaying on their supported displays (3D vision and Hdmi1.4 3DTVs)
I hear ATi is planning to release their API soon to do the same, as well as iZ3D to support other non standard 3D displays (Dual Head projectors, etc...)
It would be a good idea to support these outputs so you don't have to deal with the various brands of 3D displays directly.
I've looked at the anaglyph shots previously shown the thread and they look genuine enough although they aren't really tuned to show 3D at it's best. I may suggest for anaglyph to use the Dubois colour transform, it makes anaglyph much easier on the eyes and allows longer gameplay without introducing headaches.
(10-07-2010, 04:48 AM)NaturalViolence Wrote: [ -> ]Quote:if the game was not 3d this will create eyestrain, headaches etc.
I don't understand what you are trying to say. Do you mean stereoscopic instead of "3D"?
Quote:so dont talk from ass if you did not try 3d after 6224
it isnt real 3d (like nvidia drivers with pc games and shutter glass) its just simple algorithm which gives artificial illusion of depth with anachrome filter (need red/cyan glass)
Which is what I said....
I specifically said it uses anaglyph not active shutter stereoscopic. My entire post was about why anaglyph was not going to give you proper depth perseption and they should implement active shutter stereoscopic because of that! Jesus did you even read my post?
I don't like this argument the two of you are having.
It's "3D" or "Stereo-3D" as soon as you render the scene with two cameras. Whether the game was designed for it or not, or the presentation of the pictures has nothing to do with it.
Both Anaglyph and Nvidia 3D-Vision/Shutter are real stereoscopic 3D. It's just one ruins the colours while the other manages to keep them.
It's like the difference between black and white classic film and a brand new digital FullHD 7.1 surround sound movie : they're both cinema, and both are just as good. It's just that one uses modern technology while the other does not.
Anaglyph is no cheap trick or "simple algorithm" at all, rendering anaglyph represents the same amount of work that a 3D vision presentation does : you still need to implement a dual camera system and the computer renders full colour images for both eyes. The only difference is in final presentation on the display.
When rendering in Stereo 3D a game that was not designed with 3D in mind, you often get bugs and visual artefacts that make the picture look bad. The bugs have to be fixed and eventually you get a great stereo3D picture. It's like when using the wide screen hack : some games look as wide screen native while others just don't like it.