NVIDIA GeForce 3D Vision Glasses - HotHardware

NVIDIA GeForce 3D Vision Glasses

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As we've already mentioned, the NVIDIA GeForce 3D Vision kit consists of rechargeable 3D shutter glasses, an infrared emitter / base station, cables, software and a few handy accessories. 


   


Let's start with the glasses. Dare we say, the first thing you'll notice is that they're more stylish than most of the other 3D glasses out there (remember ELSA's 3D Revelators? Yikes.). There's a power button and indicator LED on the top of one side (visible at the upper-right in the image above), and a USB port on the underside. The USB port is used to charge the glasses, which can operate for about 40 hours between charges. 40 hours of use should be plenty for a couple of days of gaming--that is unless you're a marathon gamer that never sleeps.

The GeForce 3D Vision glasses work by blocking the light to alternating eyes. Each lens is essentially a monochrome LCD display that can be turned on or off. When off, light can pass though; when on, it cannot. This effect allows only certain frames in a game to be viewed by each eye, and each alternating frame is slightly offset, which in turn is perceived by our brains as a 3D image. Much in the same way our eyes actually work. We should note that the glasses provide better viewing angles and resolution than most passive glasses, through the use of higher-quality optics. 


   


To accompany the glasses, NVIDIA includes a couple of additional nose-pads, a carrying case, and a micro-fiber cloth for safely removing fingerprints, etc. A pair of USB cables are includes as well (not pictured) for charging the glasses and for connecting the base to a PC, as is a driver CD with some sample imagery. A DVI to HDMI cable is included as well, along with a VESA 3-pin stereo cable, to accommodate certain televisions.

Which brings us to the base station / IR emitter. The IR emitter is used to sync the glasses to whatever is being displayed on screen. The emitter transmits data directly to the wireless shutter glasses, within a 20 foot radius. The emitter also features a real-time 3D depth adjustment dial on its back. This feature is crucial for those that tend to get pseudo-motion sickness using stereoscopic 3D glasses like these. Turning the dial alters the 3D effect, which can help uses more easily get acclimated to wearing the glasses.

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>> "taking the wraps off of their stereoscopic 3D technology"

So, the patent on the Sega Master System 3D Glasses must have finally expired, eh?

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Nope. nVidia had 3D glasses available at the time of the very first GeForce branded cards. The chief complaint about them was always that they cut the screen refresh rate in half. These do the exact same thing, but nVidia danced around it by only making it work with monitors with rather obscene refresh rates.

The old glasses worked off the Z-buffer and thus required minimal extra processing, I'm sure the new process is quite similar though I have yet to see specifics. I think the pricing and the fact that it works with very few monitors will conspire to make this a pretty low seller.

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>> Nope. nVidia had 3D glasses available at the time of the very first GeForce branded cards.

I was jokingly pointing out that this "new immersive technology from NVIDIA" i.e. "_their_ stereoscopic 3D technology" had been in use for 20+ years.

The z-buffer doesn't really have anything to do with the 3D effect. The z-buffer is used to determine if new pixels will be drawn or if they're behind objects already in a scene. nVidia's technique probably requires 2 of them, since they're duplicating every rendering surface created by the application. The 3D effect is entirely the result of rendering the object from two slightly different camera positions.

There's beauty in the way they did this in the driver to offset the D3D camera position left and right of where the game/software says it should be on every other render, but it hardly seems like a technological breakthrough.

I'll bet if you don't get perfect framerates, the visuals go to hell with tearing super-quick. They probably have the software flip to the other view whether the current one has been completely drawn or not.

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A minimum forced framerate? That'd be kinda cute, actually. It's interestig to note as well that the problem I noted with lower refresh rate monitors was always that the imaged "flickered" when using the glass since 60 mHz refresh turned into 30 with the glasses on. I wonder if it does anything to the perception of frame rates. Normally you need around 40-50fps for it to appear really smooth, would it need to be higher with the glasses?

My point with the z-buffer comment was that determining depth isn't really difficult since the video card does it anyway. Switching the perspective back and forth shouldn't result in a large amount of overhead, so there shouldn't be much of any performance hit. Certainly not the likes of enabling AA or AF anyway.

The Elsa 3D glasses were a shade over $100 back in the day IIRC. If these come down to the same price point I might have to check them out.

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Ashu Rege is coming this February to India's first and independent annual summit for the game development ecosystem - India Game Developer Summit (http://www.gamedevelopersummit.com/) to talk about the novel uses of GPU computing for solving a variety of problems in game computing including game physics, artificial intelligence, animation, post-processing effects and others.

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i have Samsung LCD but its not 3D monitor, but i ll converted it with my Geforce graphis card,now i m using Discover glasses for 3d , but i wish 2 use these nvidia 3d goggle with IR Emmiter, & my graphics card shw setting for that too....., can i used my LCD moniter for 3D ( Samsung 18.5' inch, SyncMaster B1930) ..because my LCD monitor have only 2 slot, 1 for power supply & other for connection with cpu........please tell me ,hw can i use NVidia 3D vision glasses

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