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.
Sega 3-D Glasses: How did they work?
21–30 of 66 posts
Re: Sega 3-D Glasses: How did they work?
#22Earlier 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…
These kinds of VR headsets don't need to be charged (they are wired) and you can press a button to see the real world through the cameras.
Do I press the button on the left or the right? Is it one tap to see the real world or two?
Re: Sega 3-D Glasses: How did they work?
#23will 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.
The top of the line is still Quest 2, the display (120Hz) and fresnel lenses are better than most more expensive alternatives.
And with DAS FrankenQuest you have comfort.
Unfortunately Echo VR (the ONLY native game) closes in August!
I do not expect the Quest 3 to deliver much benefit over the 2. Maybe the Quest 3 lite they are talking about.
Surprisingly the Quest 2 is still DDR4 and has the same GFLOP as a 1030.
Re: Sega 3-D Glasses: How did they work?
#24will 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.
"When you look at a 2-D movie, it's already in 3-D as far as your mind is concerned. When you see Lawrence of Arabia growing from a speck as he rides toward you across the desert, are you thinking, 'Look how slowly he grows against the horizon'? Our minds use the principle of perspective to provide the third dimension. Adding one artificially can make the illusion less convincing."
-Roger Ebert: Why I Hate 3D Movies https://www.newsweek.com/roger-ebert-why-i-hate-3d-movies-70...
Re: Sega 3-D Glasses: How did they work?
#25The demo program was a robotic arm simulator that my partner already had on hand, since it could easily render wireframes. The updated simulator rendered two wireframes of Optimus Prime, so with the driver in place, he floated in front of the screen.
And, of course, you could rotate him in space, and then hit the space bar to transform him in 3D.
Re: Sega 3-D Glasses: How did they work?
#26Earlier quoted context omitted.
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?
Re: Sega 3-D Glasses: How did they work?
#27All I remember of them was that when they worked they were brilliant, albeit a little dim. Mostly all they did, though, was expose all the shortcuts developers took, particularly with UI elements. Everything in the scene would be wonderful 3D, but the UI elements would be all over the place, distorted, etc. etc.
Re: Sega 3-D Glasses: How did they work?
#28I 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…
Re: Sega 3-D Glasses: How did they work?
#29Earlier quoted context omitted.
>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?
With Wii Sports, it somewhat felt like you were doing the correct action for the associated sport. With every other game, and Wii Sports after the novelty wore off, it felt like a clunky input method that usually led to mindlessly waggling the remote around.
Re: Sega 3-D Glasses: How did they work?
#30Earlier quoted context omitted.
With Wii Sports, it somewhat felt like you were doing the correct action for the associated sport. With every other game, and Wii Sports after the novelty wore off, it felt like a clunky input method that usually led to mindlessly waggling the remote around.
Zelda's bow mechanic was fun. Sword fighting too. The switch controls feel drab in comparison, I can't really get into Breath of the Wild the same I did Skyward Sword or Twilight Princess.
i do like the games where you can use motion controls of the controller to enhance your aiming.