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Sega 3-D Glasses: How did they work?

nicole.express

11–20 of 66 posts

Re: Sega 3-D Glasses: How did they work?

#11
post #9
post #8

will 3D/VR ever really become mainstream? i recently bought a PSVR2, the tech seemed amazing but i had to return it due to horrible motion sickness. we're at almost 30 years of the tech still not being ready for prime time.

Not until they overcome the need for the viewer to do something . Moving from mono sound to stereo doesn't require anything of the listener. Going from black and white to colour doesn't require you wear special equipment. But 3D? You have to put on special glasses which you also have to remember to charge. Oh, and you can't look at other things while you're using them. There were some passive 3D displays (the Nintend…

Note there are several active participants in the equipment-free 3D display space: usually by building head tracking (so the display is "single player" - can only accommodate one viewer at a time) and clever separated left eye / right eye projection.

EDIT: Apparently ASUS has a laptop that does this too! https://www.asus.com/content/asus-spatial-vision-technology/

Re: Sega 3-D Glasses: How did they work?

#12
post #8

will 3D/VR ever really become mainstream? i recently bought a PSVR2, the tech seemed amazing but i had to return it due to horrible motion sickness. we're at almost 30 years of the tech still not being ready for prime time.

It's very popular right now, but it's really hard to tell if it's just a fad. Motion controls had a huge wave of popularity starting with the Wii, but that died off. It will be interesting to see.

Re: Sega 3-D Glasses: How did they work?

#13
>240p is fake and a lie, but close enough for us

I want to know more :) and my googling skills are failling me. But I didn't even realize you could do 240p/60hz on a CRT. To be honest I even assumed that CRT more or less means interlaced for some reason...

Edit: ok, I should've clicked the links in the article! This page pretty much completely answers my questions!

https://nicole.express/2021/interlace-me-not.html

Re: Sega 3-D Glasses: How did they work?

#14

I had the (dis)pleasure of using these as a kid. Gave me a wicked headache. But awesome writeup! Reading how they worked I finally understand why I got the headache :)

Did you ever try plying them without the glasses? Now that’s a headache!

I had a Master System as a kid and was disappointed when I purchased Maze Hunter 3D and brought it home only to find I could not play it without the glasses. No wonder they were discounted.

However, I did read in a book that Space Harrier 3D had an Easter egg that allowed you to disable the 3D feature, but you had to get on the high score screen to execute the code. I ended up buying that at a discount. I got quite good at getting through the first level of the game without the 3D glasses.

Re: Sega 3-D Glasses: How did they work?

#15
post #9
post #8

will 3D/VR ever really become mainstream? i recently bought a PSVR2, the tech seemed amazing but i had to return it due to horrible motion sickness. we're at almost 30 years of the tech still not being ready for prime time.

Not until they overcome the need for the viewer to do something . Moving from mono sound to stereo doesn't require anything of the listener. Going from black and white to colour doesn't require you wear special equipment. But 3D? You have to put on special glasses which you also have to remember to charge. Oh, and you can't look at other things while you're using them. There were some passive 3D displays (the Nintend…

The other thing about mono->stereo and monochrome->color is that they were backwards compatible. And even when creators adopted the new style, they didn't fundamentally change what they were doing.

With VR, the majority of popular games can't be ported 1:1 to VR. It either adds nothing so it's not worth it, or motion sickness requires removing or reinventing movement. It's almost like starting game design over from scratch.

Re: Sega 3-D Glasses: How did they work?

#16
post #9
post #8

will 3D/VR ever really become mainstream? i recently bought a PSVR2, the tech seemed amazing but i had to return it due to horrible motion sickness. we're at almost 30 years of the tech still not being ready for prime time.

Not until they overcome the need for the viewer to do something . Moving from mono sound to stereo doesn't require anything of the listener. Going from black and white to colour doesn't require you wear special equipment. But 3D? You have to put on special glasses which you also have to remember to charge. Oh, and you can't look at other things while you're using them. There were some passive 3D displays (the Nintend…

yeah on the VR side apparently im supposed to undertake a training regimen to be able to tolerate it without feeling sick. this is on top of the already massive commitment of wearing a giant helmet on my head. of course none of this is mentioned on the product page. (to be fair sony has a very generous return policy on these, probably for that reason)

it's unfortunate because VR GT7 was really cool until i started feeling horrible, but the sickness was very strong like from riding on a spinning carnival ride. i had to lie down the rest of the evening each time it happened.

Re: Sega 3-D Glasses: How did they work?

#17
post #9
post #8

will 3D/VR ever really become mainstream? i recently bought a PSVR2, the tech seemed amazing but i had to return it due to horrible motion sickness. we're at almost 30 years of the tech still not being ready for prime time.

Not until they overcome the need for the viewer to do something . Moving from mono sound to stereo doesn't require anything of the listener. Going from black and white to colour doesn't require you wear special equipment. But 3D? You have to put on special glasses which you also have to remember to charge. Oh, and you can't look at other things while you're using them. There were some passive 3D displays (the Nintend…

The New 3DS has eye tracking and doesn't require you to stay in one spot. It's still single-user, but it is significantly more stable than the original 3DS.

Re: Sega 3-D Glasses: How did they work?

#18
post #14

I had the (dis)pleasure of using these as a kid. Gave me a wicked headache. But awesome writeup! Reading how they worked I finally understand why I got the headache :)

Did you ever try plying them without the glasses? Now that’s a headache! I had a Master System as a kid and was disappointed when I purchased Maze Hunter 3D and brought it home only to find I could not play it without the glasses. No wonder they were discounted. However, I did read in a book that Space Harrier 3D had an Easter egg that allowed you to disable the 3D feature, but you had to get on the high score screen…

Zaxxon 3D also let you turn off the 3D. Not sure why all the games didn't. There's no good way to play them today without the peripheral and a CRT.

Re: Sega 3-D Glasses: How did they work?

#19
post #9

Earlier quoted context omitted.

Not until they overcome the need for the viewer to do something . Moving from mono sound to stereo doesn't require anything of the listener. Going from black and white to colour doesn't require you wear special equipment. But 3D? You have to put on special glasses which you also have to remember to charge. Oh, and you can't look at other things while you're using them. There were some passive 3D displays (the Nintend…

yeah on the VR side apparently im supposed to undertake a training regimen to be able to tolerate it without feeling sick. this is on top of the already massive commitment of wearing a giant helmet on my head. of course none of this is mentioned on the product page. (to be fair sony has a very generous return policy on these, probably for that reason) it's unfortunate because VR GT7 was really cool until i started fe…

They should include a package of strong ginger candies in the box.

Re: Sega 3-D Glasses: How did they work?

#20
post #12
post #8

will 3D/VR ever really become mainstream? i recently bought a PSVR2, the tech seemed amazing but i had to return it due to horrible motion sickness. we're at almost 30 years of the tech still not being ready for prime time.

It's very popular right now, but it's really hard to tell if it's just a fad. Motion controls had a huge wave of popularity starting with the Wii, but that died off. It will be interesting to see.

>Motion controls had a huge wave of popularity starting with the Wii, but that died off.

is there a consensus to why this is? was it just a fad/phase, or is it just too physically demanding so people literally and figuratively tired of it?

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