Title: Enhanced Depth Perception in Racing Games
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Article Author: Martin Krysiak
Date posted: 01-08-2002
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Enhanced Depth Perception in Racing Games

POPULAR MODES USED WITH CONJUCTION WITH THE PC MONITOR AND PROS & CONS

First of all a brief explanation of the following concepts are the essential.

Interlaced: a method used where frames are delivered to the PC monitor with alternate lines (horizontal traces) being omitted. This omission first during one full vertical retrace (full frame) omits every even line during the first full frame and then omits every odd line respectively. The advantage of this method are that higher screening refresh rates are possible (less flickering), the disadvantage being that less information is delivered, in essence the screen resolution is effectively divided by two.

Non interlaced: in this case full frames are delivered at the full resolution. The advantage is solid picture quality. A disadvantage on the lower end PC monitor being, that sufficiently high refresh rates are not always possible.

Above and below format method: this is the format generally used with modern accelerators. Here a new concept is introduced, this concept is referred to as " SYNC doubling". Both the above frame and the lower frame are stretched thereby creating one full frame at double the refresh rate. This will most likely be the method you use should you decide to implement stereoscopy into your gaming experience.

Page flipping format method: a method where full non-interlace frames first for the left eye and then for the right eye are delivered to the PC screen. The pro in this method is that full resolution for both eyes are delivered. A con is that suitable refresh rates are not always possible (this may cause flickering).

Interlaced format method: as described earlier this is the alternate line format method. The format is used extensively for more generalised applications such as regular web browsing in 3D mode (where the pictures are in a 3D format).


AVAILABLE STEREOSCOPIC EQUIPMENT

In the past few years the commercial interest has been virtually exponential. As far as I remember the company "wicked3D" were the first to implement drivers capable of procuring stereoscopy without the game itself requiring intrinsic native stereoscopic code. Currently virtually all modern 3D accelerators are supported within the wicked3D universal drivers set. My friend Christoph hosts a most outstanding web page delineating virtually every conceivable concept in the science of stereoscopy. Reviews of available hardware, companies, prices, FAQ's and more are available on his web site.

https://www.stereo3d.com/3dhome.htm


EPILOGUE

The avenue of racing simulation beckens as a a prime candidate for the implementation of stereoscopy. Now that CPU graphics combinations are commensurate to the required requisites that stereoscopic integration demands. Although this concept is currently popular in other PC disciplines. Much can be attributed previously to the non-availability of suitable high end CPU graphics combos.

Racing simulation in my opinion is the prime candidate currently deserving serious consideration for stereoscopic complementation. The perception of real distance transpiring far beyond the PC monitor while paradoxically still employing the common PC monitor as the end rendering device. Stereoscopy is indeed in essence a new window of discovery especially perhaps in simulation where judgement criteria in distance are paramount in the efficient execution of these operations.

Modern gaming platforms mainly support the windows operating systems. Older dos premised games are generally not supported by current universal drivers. These older vestiges almost predominantly are dependent on native stereoscopic programming anyhow.

F1 2000 and F1 championship season 2000 are satisfactorily interfaced with the wicked3D universal stereoscopic drivers and real improvement on a monumental scale is immediately observed.

If further information is required I shall be pleased to render assistance.

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