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Sega 3-D Glasses: How did they work?

nicole.express

31–40 of 66 posts

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

#31
post #23
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.

The PSVR2 has persistence problems due to the pancake lenses taking up too much light. Basically the strobing can't be short enough (to not induce smear) because that would dim the picture too much. It makes everyone sick. 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…

I can attest to quest2 not being motion sickness inducing, although I don't have any comparative experience.

There is also the issue of subjective motion sickness sensitivity that seems to conflate comparisons, some seem to get sick in any VR with certain games or environments, and everyone gets sick in some specific VR headsets. If you don't get motion sick easily, quest2 is pretty comfortable, and once you find some decent games it's unique and re-playable, more than a mere novelty.

Lots of folks on HN seem to have tried one thing once at some point in time - either got motion sick or got confused why the onboard graphics sucked, and then just relegated the whole category to "still broken". VR works if you can be bothered to do as little research as you do for your next PC.

> Unfortunately Echo VR (the ONLY native game) closes in August!

I don't get what you mean by native though, there are loads of native quest games.

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

#32
post #12

Earlier 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?

That's a great question. I think it was just a fad. There weren't enough really good game ideas to carry it forward.

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

#33
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.

You might have hit the “age wall” there, not enough “training” with VR also usually doesn’t help.

The younglings I know all loved the PSVR2 experience much more so than the Quest which they were fans of before. So therefore probably more attuned, highly plastic brains to boot.

I also get motion sick sometimes. It depends on the game, cockpits usually are fine. Those are the ones I’m more interested in anyways. PSVR2 is a literal game changer IMHO.

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

#34
Regarding the LCD problem: Don't you simply have to align the signal sent to the glasses with the LCD frames? You don't need the full delay, as the switching is rhythmic, so you only need up to 1 frame, or 1/30th of a second. I imagine it shouldn't be too hard to build an analogue device with a knob to control the delay, after which you just turn it to whatever position shows the appropriate image for each eye.

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

#35

Earlier quoted context omitted.

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.

skyward sword was basically unplayable for me until the switch version with normal controls came out. i never was even able to get past the 2nd dungeon with motion controls. i do like the games where you can use motion controls of the controller to enhance your aiming.

Aiming with the Wii remote was always obnoxious for me. Even going through menus was a regular annoyance as the aiming was so finicky.

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

#36
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.

I blame Nintendo... it's rare for a next gen to perform worse than previous gen, but that's what happened to wiimote, the supposedly "HD" joycon just don't have enough fidelity when compared with Wiimote, I doubt it performs better than wiimote when tracking in air.

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

#37
post #24
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.

I think people usually realize how pointless and uncomfortable it is every time they try it. "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…

I think something that also plays into this is the fact that 3D content producers, in their efforts to "show off" 3D capabilities, insist on breaking the 3:d wall by putting stuff into the viewers room, where they don't belong(mentally). I think this is why, to me, 3D movies look less "realistic" than 2D movies.

It would be interesting to know if the "less realistic" effect was also something experienced by viewers at the time of the shift between monochrome and color movies. And if it was overcome by technology improvement, or by viewers simply getting used to the new media.

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

#38
So this is how the active Nvidia Gforce glasses work. Most references are scrubbed from their site now, I had a pair and the monitor and they were actually pretty great.

I also posted a plea in the thread the other day about dumb tvs [2]. There are passive 3d stuff with bad viewing angles. But I do love my 3d content and dont mind glasses.

[1] https://web.archive.org/web/20140325101340/https://www.nvidi...

[2] https://news.ycombinator.com/item?id=35484594&p=4#35488578

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

#39
post #34

Regarding the LCD problem: Don't you simply have to align the signal sent to the glasses with the LCD frames? You don't need the full delay, as the switching is rhythmic, so you only need up to 1 frame, or 1/30th of a second. I imagine it shouldn't be too hard to build an analogue device with a knob to control the delay, after which you just turn it to whatever position shows the appropriate image for each eye.

I think you'd need up to 2 frames. Up to 1 frame lets you line up to the vblank more or less, and the 2nd frame lets you pick which eye. Might be able to do it with an adjustment for the delay and a switch to toggle the eyes.

Edit: if you happen to have a 3d tv still, it might be possible to tell it you've got frame sequential 3d content and then use its glasses. Possibly.

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

#40

>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

Man, you used to be able to write X modelines to get CRTs to do just about anything you wanted as long as they were physically capable of it. I think it was an ancient version of this guide that I followed many a time to get a new CRT up to . . . let's call it peak performance: https://tldp.org/HOWTO/html_single/XFree86-Video-Timings-HOW...
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