[Tech/Games] What you should know about 120 Hz and 3D gaming
16 years ago
Yes, I caved in to sparkling reviews and curiosity, and got the Nvidia stereoscopic gaming setup with the 22" 120 Hz display. Now, I haven't really owned it long enough (<24 hours at this point) to call myself a highly experienced user, but skimming some people's supposed "expertise" on such topics in the past week, and given that I took an entire fucking course on this stuff, I don't feel too out-of-place trying to spread some more accurate information about things which are potentially very confusing but also very cool when applied to gaming.
120 Hz displays
The most awful thing I read this past week was that the human eye can't see anything over 18 frames per second, which is just bogus. Movies show 24 a second and look less smooth than home video. Why? Because you can see more than 18 fps!
I know what you're probably thinking, though. "WTF 120 Hz? My monitor does 60 for games and it looks totally smooth. Why do you need double that?" Sadly, I don't really have a great answer to that. All I can say is that when you play a game displayed at 120 fps, it just looks... buttery smooth. Like, the motion is surreal. Spin your character around, watch somebody run past... shit, even drag a window around on your desktop. When going from 120 Hz to 60 Hz on my display, the difference felt like 60 fps vs 15 fps on a regular display. It's inexplicably and disturbingly smooth. It even takes a bit of time to get used to the sensation. Perhaps the reason has to do with the fact that you're not just looking at a static target, your eyes are darting around to follow things on the screen, which can result in temporal aliasing. Anyway, summary of why you want 120 Hz displays for games: they're fucking gorgeous in ways that can only be understood when seen.
Of course, they have an added bonus for people watching pre-recorded video. Movies and TV are/were generally recorded at 24 and 30-ish fps, and as luck would have it, 120 is the smallest number which evenly divides both 24 and 30. So whether you're playing from 24 or 30 fps video, you can display each frame for a consistent amount of time (5 or 4 frames respectively). Add in the potential to interpolate frames, and you get a much smoother viewing experience. Compare this to current displays which do something silly and strange, like alternating between showing a frame twice and showing the next one three times (2*12 + 3*12 = 60 fps), and it should be pretty apparent that you're getting both potential for smoother motion, and more even timing between frames.
Now, on to the cool stuff about 3D, which I'm sure is the only reason that all 5 of you are reading this.
3D displays and game/movie effects
I'm pretty sure that by now, most everyone reading this has seen some form of 3D illusion in video format. Amusement parks, polarized glasses in a theater, red and blue lenses for a TV, maybe even real VR stuff that. If you haven't seen that, I hope you've seen Magic Eye or other autostereograms--they follow a similar principle. Basically, every practical method involves getting a different image to your left and right eye. Why? Because it is the difference in images we get from our eyes that lets us feel depth on totally static scenes. Polarized lenses, often seen in amusement parks, use the orientation of light so to say, to project two images onto a screen and block out a different one for each eye. Red and blue lenses do similar things, though they do it using color (red light seen through a red lens is visible, but almost black seen through the blue lens, similar for blue light through blue and red lenses). Head-mounted displays obviously have it easy, they just have one display in front of each eye... if you consider the optics problems and very fine quality of the displays to be easy to deal with.
Anyway, on to how this all relates to what I've got. What I have is a system with active glasses. What that means is that the lenses actively alternate between being dark or transparent, 120 times a second. So 60 times a second one side is dark while the other is clear, and 60 times a second that side is clear while the other is dark. By synchronizing it with a display that can show 120 frames a second, you can display alternating frames and ensure that each eye gets the frame you want. So yes, to get the 3D effect, I have to wear what basically look and act like $200 sunglasses, meticulously timed with the redraw of my monitor. At least they're wireless.
But the effect is very cool. In theory, it can make stuff look like it's infinitely far away, or as close as your nose. Obviously (to me at least) it can only make things appear to be in the virtual tapered box from your eyes to the edge of the screen and continuing out to infinity behind the monitor. Perhaps the more sensible way of thinking about it is, it can make any point on the image appear to be as close or far from you as you'd like. In practice, it does that to make surfaces and objects appear to stick out of the screen or recede into the distance, giving you the exact same sort of feeling of depth that you get when looking down a hallway, or really over any complex scene.
I've heard people claim that it's just a gimmick. I disagree heartily. The 3D placement of the objects in the game world is used to precisely display objects as they'd be seen in 3D were it the real world. The effect itself is something that we're used to seeing every day on just about everything except 2D drawings and images. Really, calling it a gimmick is about as inappropriate as it would be to call color a gimmick. It's something which we're used to seeing, but couldn't always be reproduced effectively, and is just becoming technically feasible to incorporate (well, it's been around in PC games for 10+ years, but the point remains). Although you might be able to get along without it, it's really just not the same.
How is the effect, though? It's hard to describe, but I will say that it's not like adding texture or polygons to a model. You're not so much changing the look of the world as you're changing the feel of the world. I'm dead serious. Close one eye. Keep your head entirely still, look at a motionless scene. Maybe put some objects on a table and view it from a really shallow angle. How does the scene look? Flat. You can tell what's in front of what other things because of visual overlapping and relative sizes and shadows, but you can at best guess how far away something suspended in the air is. Now open your other eye. The portion of the scene that you could see before looks the same, but you can feel how far away things are. Your brain combines the two images automatically and gives you a feeling of the depth for everything you can see. Stereoscopic displays do the same thing with your virtual game worlds.
The good and bad
The good stuff about the system? You could play an RTS and have air units engage in a dogfight which occasionally takes them out of the screen, above your keyboard. You could zoom in close enough to something that it sticks out at you and you recoil instinctively to keep away from it. Zombies don't just look, but feel like they're running towards you. Close things, such as your limbs, weapons, sniper scopes, and the insides of vehicles, all feel very real. Most of this (except for the stuff popping out of the monitor, that's only in some games, like WoW) works with hundreds of popular DirectX titles (and some obscure ones, like No One Lives Forever 2... though I'm glad they support my favorite shooter evar). You can even adjust the intensity of the depth effect to get yourself used to it.
Now the bad stuff. It doesn't work with every title. Audiosurf doesn't do the effect at all, OpenGL games (Doom, Quake, etc) don't work with it. Even before you start the 3D parts of games there can be random quirks where it tries to draw the menus in 3D, but with so much depth that it's simply impossible to both focus on the text and the button frames which are at different levels. Your best bet for menus is to push the button which toggles the effect, really. In the games themselves, there are issues abound with the effect. In Valve games like TF2 and L4D, it draws names and icons at screen depth, so while you're focusing on a 3D world you have names popping up in your face, which are impossible to read quickly--immensely distracting too. In games with mouse cursors, the cursors are also drawn at screen depth, not so fun for picking units in 3D space in an RTS. Fire and other effects are often done by drawing something 2D in 3D space, the idea being that it won't look bad in 2D. In 3D the illusion falls apart somewhat, and it indeed looks like the 2D texture in 3D space that it is. And some games have much more serious and annoying issues, such as having clouds drawn at screen depth, making them appear to be very close to you. You get weird issues with crosshairs too--Portal and some other games are unplayable for me because it draws the crosshairs at screen depth and getting them to line up with something further back in the scene is hard and distracting. The same thing happens when using sniper scopes, you're trying to both focus on something very close and something very far, and it doesn't work--your best bet is to use it like a real scope and close one of your eyes.
And don't let me forget about weapon depth! Normally, when you hold a weapon, it recedes into the distance just fine and everything looks good. And when you look at a wall, you can feel how far away it is, and that's fine. But when the game devs are retards, which they usually are, things get messed up when you're too close to a wall (within a foot or two). They let you get so close that the end of your weapon is further away from you than the wall, but the two don't intersect, because they probably render your character differently from the rest of the 3D world, and then just overlay the two. This looks odd in 2D when your face is 6 inches from a wall but you're holding a sniper rifle 3 feet from your chest, but in 3D you can feel the depth of the two things and you know that the gun is further than the wall, but it feels wrong because the gun is clearly in front of the wall.
There are technical issues, too. The lenses of the glasses don't go to complete opacity, so you can see some faint ghosting from the other eye's image--especially noticeable when the scene has a lot of contrast. Because each lens is black half the time, you only get half the light at best, so the scene is twice as dark--you don't notice this terribly in some games, like L4D, but in really bright games it's odd to have a lot of stuff washed out and darker. The glasses make other things look weird, too--my laptop display seems to have a rainbow sheen on it, and my other desktop display and some other light sources appear to flicker and need to be turned off so as not to distract. And of course, after trying games at 120 fps, the mere 60 that you get for the glasses feels inadequate!
Even the display itself isn't the highest quality. It's a TN panel, which previously wouldn't have meant a whole lot to me, but I now realize is the reason that my two current widescreen displays look kinda crappy. TN panels are popular because they're cheap. The color reproduction and viewing angles aren't so great and the displays are a tad on the grainy side, extremely visible in the upper right corners.
Conclusions
But... don't ask me whether I'd get this or not if I knew what I know now. I can't yet make that call. I mean, the 3D effect is very cool, and I'm assuming that as I become more used to it and games better support it, it'll only become more immersive and useful. And even when I don't use the 3D effect ($200 in hardware) I can still enjoy the 120 fps that the display can put out ($400 in hardware).
What I will definitively say is that I fully intend to buy another 120 Hz display when they come out in larger sizes and higher qualities, to hell with price premiums. I forsee myself sinking a lot of money into graphics hardware to push games out at 1920x1200@120Hz in the future, ha. 3D stereoscopic vision is something I'll keep a close watch on, though I don't see myself buying another pair of glasses any time soon... the current ones work reasonably well, and for better or worse I own them.
In other news, my GTX 260s finally have to actually do work on a daily basis.
120 Hz displays
The most awful thing I read this past week was that the human eye can't see anything over 18 frames per second, which is just bogus. Movies show 24 a second and look less smooth than home video. Why? Because you can see more than 18 fps!
I know what you're probably thinking, though. "WTF 120 Hz? My monitor does 60 for games and it looks totally smooth. Why do you need double that?" Sadly, I don't really have a great answer to that. All I can say is that when you play a game displayed at 120 fps, it just looks... buttery smooth. Like, the motion is surreal. Spin your character around, watch somebody run past... shit, even drag a window around on your desktop. When going from 120 Hz to 60 Hz on my display, the difference felt like 60 fps vs 15 fps on a regular display. It's inexplicably and disturbingly smooth. It even takes a bit of time to get used to the sensation. Perhaps the reason has to do with the fact that you're not just looking at a static target, your eyes are darting around to follow things on the screen, which can result in temporal aliasing. Anyway, summary of why you want 120 Hz displays for games: they're fucking gorgeous in ways that can only be understood when seen.
Of course, they have an added bonus for people watching pre-recorded video. Movies and TV are/were generally recorded at 24 and 30-ish fps, and as luck would have it, 120 is the smallest number which evenly divides both 24 and 30. So whether you're playing from 24 or 30 fps video, you can display each frame for a consistent amount of time (5 or 4 frames respectively). Add in the potential to interpolate frames, and you get a much smoother viewing experience. Compare this to current displays which do something silly and strange, like alternating between showing a frame twice and showing the next one three times (2*12 + 3*12 = 60 fps), and it should be pretty apparent that you're getting both potential for smoother motion, and more even timing between frames.
Now, on to the cool stuff about 3D, which I'm sure is the only reason that all 5 of you are reading this.
3D displays and game/movie effects
I'm pretty sure that by now, most everyone reading this has seen some form of 3D illusion in video format. Amusement parks, polarized glasses in a theater, red and blue lenses for a TV, maybe even real VR stuff that. If you haven't seen that, I hope you've seen Magic Eye or other autostereograms--they follow a similar principle. Basically, every practical method involves getting a different image to your left and right eye. Why? Because it is the difference in images we get from our eyes that lets us feel depth on totally static scenes. Polarized lenses, often seen in amusement parks, use the orientation of light so to say, to project two images onto a screen and block out a different one for each eye. Red and blue lenses do similar things, though they do it using color (red light seen through a red lens is visible, but almost black seen through the blue lens, similar for blue light through blue and red lenses). Head-mounted displays obviously have it easy, they just have one display in front of each eye... if you consider the optics problems and very fine quality of the displays to be easy to deal with.
Anyway, on to how this all relates to what I've got. What I have is a system with active glasses. What that means is that the lenses actively alternate between being dark or transparent, 120 times a second. So 60 times a second one side is dark while the other is clear, and 60 times a second that side is clear while the other is dark. By synchronizing it with a display that can show 120 frames a second, you can display alternating frames and ensure that each eye gets the frame you want. So yes, to get the 3D effect, I have to wear what basically look and act like $200 sunglasses, meticulously timed with the redraw of my monitor. At least they're wireless.
But the effect is very cool. In theory, it can make stuff look like it's infinitely far away, or as close as your nose. Obviously (to me at least) it can only make things appear to be in the virtual tapered box from your eyes to the edge of the screen and continuing out to infinity behind the monitor. Perhaps the more sensible way of thinking about it is, it can make any point on the image appear to be as close or far from you as you'd like. In practice, it does that to make surfaces and objects appear to stick out of the screen or recede into the distance, giving you the exact same sort of feeling of depth that you get when looking down a hallway, or really over any complex scene.
I've heard people claim that it's just a gimmick. I disagree heartily. The 3D placement of the objects in the game world is used to precisely display objects as they'd be seen in 3D were it the real world. The effect itself is something that we're used to seeing every day on just about everything except 2D drawings and images. Really, calling it a gimmick is about as inappropriate as it would be to call color a gimmick. It's something which we're used to seeing, but couldn't always be reproduced effectively, and is just becoming technically feasible to incorporate (well, it's been around in PC games for 10+ years, but the point remains). Although you might be able to get along without it, it's really just not the same.
How is the effect, though? It's hard to describe, but I will say that it's not like adding texture or polygons to a model. You're not so much changing the look of the world as you're changing the feel of the world. I'm dead serious. Close one eye. Keep your head entirely still, look at a motionless scene. Maybe put some objects on a table and view it from a really shallow angle. How does the scene look? Flat. You can tell what's in front of what other things because of visual overlapping and relative sizes and shadows, but you can at best guess how far away something suspended in the air is. Now open your other eye. The portion of the scene that you could see before looks the same, but you can feel how far away things are. Your brain combines the two images automatically and gives you a feeling of the depth for everything you can see. Stereoscopic displays do the same thing with your virtual game worlds.
The good and bad
The good stuff about the system? You could play an RTS and have air units engage in a dogfight which occasionally takes them out of the screen, above your keyboard. You could zoom in close enough to something that it sticks out at you and you recoil instinctively to keep away from it. Zombies don't just look, but feel like they're running towards you. Close things, such as your limbs, weapons, sniper scopes, and the insides of vehicles, all feel very real. Most of this (except for the stuff popping out of the monitor, that's only in some games, like WoW) works with hundreds of popular DirectX titles (and some obscure ones, like No One Lives Forever 2... though I'm glad they support my favorite shooter evar). You can even adjust the intensity of the depth effect to get yourself used to it.
Now the bad stuff. It doesn't work with every title. Audiosurf doesn't do the effect at all, OpenGL games (Doom, Quake, etc) don't work with it. Even before you start the 3D parts of games there can be random quirks where it tries to draw the menus in 3D, but with so much depth that it's simply impossible to both focus on the text and the button frames which are at different levels. Your best bet for menus is to push the button which toggles the effect, really. In the games themselves, there are issues abound with the effect. In Valve games like TF2 and L4D, it draws names and icons at screen depth, so while you're focusing on a 3D world you have names popping up in your face, which are impossible to read quickly--immensely distracting too. In games with mouse cursors, the cursors are also drawn at screen depth, not so fun for picking units in 3D space in an RTS. Fire and other effects are often done by drawing something 2D in 3D space, the idea being that it won't look bad in 2D. In 3D the illusion falls apart somewhat, and it indeed looks like the 2D texture in 3D space that it is. And some games have much more serious and annoying issues, such as having clouds drawn at screen depth, making them appear to be very close to you. You get weird issues with crosshairs too--Portal and some other games are unplayable for me because it draws the crosshairs at screen depth and getting them to line up with something further back in the scene is hard and distracting. The same thing happens when using sniper scopes, you're trying to both focus on something very close and something very far, and it doesn't work--your best bet is to use it like a real scope and close one of your eyes.
And don't let me forget about weapon depth! Normally, when you hold a weapon, it recedes into the distance just fine and everything looks good. And when you look at a wall, you can feel how far away it is, and that's fine. But when the game devs are retards, which they usually are, things get messed up when you're too close to a wall (within a foot or two). They let you get so close that the end of your weapon is further away from you than the wall, but the two don't intersect, because they probably render your character differently from the rest of the 3D world, and then just overlay the two. This looks odd in 2D when your face is 6 inches from a wall but you're holding a sniper rifle 3 feet from your chest, but in 3D you can feel the depth of the two things and you know that the gun is further than the wall, but it feels wrong because the gun is clearly in front of the wall.
There are technical issues, too. The lenses of the glasses don't go to complete opacity, so you can see some faint ghosting from the other eye's image--especially noticeable when the scene has a lot of contrast. Because each lens is black half the time, you only get half the light at best, so the scene is twice as dark--you don't notice this terribly in some games, like L4D, but in really bright games it's odd to have a lot of stuff washed out and darker. The glasses make other things look weird, too--my laptop display seems to have a rainbow sheen on it, and my other desktop display and some other light sources appear to flicker and need to be turned off so as not to distract. And of course, after trying games at 120 fps, the mere 60 that you get for the glasses feels inadequate!
Even the display itself isn't the highest quality. It's a TN panel, which previously wouldn't have meant a whole lot to me, but I now realize is the reason that my two current widescreen displays look kinda crappy. TN panels are popular because they're cheap. The color reproduction and viewing angles aren't so great and the displays are a tad on the grainy side, extremely visible in the upper right corners.
Conclusions
But... don't ask me whether I'd get this or not if I knew what I know now. I can't yet make that call. I mean, the 3D effect is very cool, and I'm assuming that as I become more used to it and games better support it, it'll only become more immersive and useful. And even when I don't use the 3D effect ($200 in hardware) I can still enjoy the 120 fps that the display can put out ($400 in hardware).
What I will definitively say is that I fully intend to buy another 120 Hz display when they come out in larger sizes and higher qualities, to hell with price premiums. I forsee myself sinking a lot of money into graphics hardware to push games out at 1920x1200@120Hz in the future, ha. 3D stereoscopic vision is something I'll keep a close watch on, though I don't see myself buying another pair of glasses any time soon... the current ones work reasonably well, and for better or worse I own them.
In other news, my GTX 260s finally have to actually do work on a daily basis.
FA+

My addition to this discussion summed by the words of my father
"The game and technology industry loves to talk bullshit, mainly due to the fact they whore over statistics and benchmarks"
:D
What I can promise you is that games at 120 Hz look much smoother than games at 60 Hz on the same monitor. I noticed this myself and several friends verified it yesterday. And really, now who's falling back on statistics, the red dragon who says "try it, it feels smoother" or the blue one who's insisting that insists on some 60 fps limit? ;3
Also, my professor in Human Perception: Applications to Computer Graphics said that 120 Hz displays are good and useful, and I trust him--he's a skeptic, he actually went to Best Buy to measure contrast ratios for current displays because he didn't trust what the manufacturers were claiming.
i have a monitor that can crank up all the way to 100Hz and i notcie severe clipping at anything over 60, granted that could be because i wear glasses,however thats never been a problem before.
is this clipping problem nonexistent on 120Hz?
The graphics card is rendering the game under the 120Hz or FPS that the monitors trying to display at, the proper term would be 'tearing' of the screen and is due to the opposite effect Twile was describing that the 120Hz monitor is divisible by the 24 or 30fps of films and such, if your graphics card in the game is pushing a low or odd number even though its above the 'smooth' 24fps mark that the game/movie market says is all the eye can see, the monitor falls behind with indivisible number of frames, so it gets halfway down the screen and goes "oh Shi-, I'm late" and then starts drawing the next frame from the top again, so your eye catches the bottom half still sticking around while the new motion is on the top of the screen (also proof as Twile said that the eye is seeing more than you think, you're seeing 1 out of like 120 frames that persists for half the screen while it hangs there for the next full draw from top to bottom!)
Turn on FPS display in your games and see what the corner of the screen says when you start noticing the tearing, and I guarantee it's a odd number that keeps jumping up and down a little bit as the monitor struggles with your GPU.
:3
Isn't the above message a question not me insisting it ? D:
"or the blue one who's insisting that insists on some 60 fps limit?"
>..>
People would fanboy you anyway so my colour is irrelevant rofl. As for the refresh rate I can imagine that faster is better, with most... Not all, but most things in life :P
In anycase double is good....times 4 or even 3 would probly have the problem Your talking about.
I have glasses. I bet those sunglasses are pretty uncomfortable when worn over glasses.
I haven't really been following the 3d/High Hz monitors too much, but from what I have looked at about them they do look fairly interesting. I likely wouldn't get one for a good while, however, since most of the games I play are older... Though I bet it would let you get some really amazing scares in a game like FEAR.
FEAR and the expansions do work with it, but FEAR 2 doesn't... not sure whether this will be addressed in an update or not, though.
Good to hear FEAR works, don't particularly care about FEAR 2 though. :P
-cries in a corner-
I had a pair of shutter glasses a long time ago. I think they used a Glide wrapper to function, though I could be wrong. Anyway, back then it wasn't hard to find a CRT that could do 640x480 at 100Hz, thereby giving 50Hz for each eye, and many games were playable at 640x480. Mouse pointer, menus, HUD, etc. all fouled with this back then, too. Nowadays, unless I'm wrong, most monitors don't "refresh" like they used to, especially when using DVI. They just display a static image, and keep displaying a static image, until told to do otherwise. Most cheap LCDs (mine included) couldn't even keep up with redrawing the whole screen 60 times a second. I even get ghosting and slight choppiness when viewing video (but that's nothing compared to the horrible flickeryness my eyes are subjected to when I go to a theater, it's actually painful until I manage to adjust).
So, rather than becoming more accessible, it's become less accessible. It's gained ground in compatibility, as most every game uses DirectX now, compared to 3dfx Glide back in my day, though that's incidental and can't be attributed to any work on the glasses maker's part. Price point, without the monitor, sounds about the same as it was then, too, so I'll concede that, adjusting for inflation, it's gone down. But including the specialty monitors, it's up.
I'll continue to call it a gimmick until it's as popular as joysticks/gamepads/etc for the PC market. The vast majority of PC gamers can get along fine without a gamepad too, but at least they can recognize one and don't need it explained to them.
That's just my opinion though. It still sounds like a great game-enhancer, and if I had the spare funds, I wouldn't mind getting one myself.
Happy gaming!
Although it might sound silly, 10 Hz really can make a big difference for preventing eyestrain and headaches.
I'm also not really sure why it's a problem that monitors display a static image. From what I understand, uh, that's exactly what you want them to do.
I'd claim that, for all intents and purposes, the accessibility hasn't really changed much. Yeah, you need a new monitor or TV, but so what? We're talking about glasses which are $200, and graphics hardware which is at least as expensive. This isn't mainstream yet, but that doesn't mean it can't succeed. In a way it's like the current generation of consoles, as they were at launch time. $600 point of entry, few titles that really took advantage of them, only bought up by the early adopters with money to burn and a passion for gaming and new technologies. This time around the technology is backed by Nvidia, the undisputed market leader in non-integrated graphics in the computer industry, which means future games will be made to work fully with this, and they have the resources and experience to take popular older titles and make them work as well as possible. I think that's a non-trivial point in favor of the setup.
I really don't see how level of recognition has anything to do with whether something is a gimmick or not. If the technology is indeed a game enhancer, then again, I ask... what about it is a gimmick? What is a gimmick?
Twile defines a gimmick, in the context of gaming, as something flashy which doesn't actually contribute to the experience of gaming, and only really serves to differentiate the product and increase the price. Example: "The controls for this Wii game are so gimmicky. You have to shake the controller to swing your sword, rather than pushing the attack button. It's done so poorly that it doesn't even feel like you're swinging a sword, just flailing your wrist about."
10Hz as a CRT refresh rate is indeed incredibly noticeable to me. Flickery CRTs at 60Hz hurt my eyes; I always try to bump them up to 70 or 75Hz if possible. That's because of the flicker, with the previous draw of the image fading away and the latest refresh drawing it brighter.
Monitors displaying a static image is of course good, from the perspective of wanting a still image that never ever has the eyestrain associated with a flickering CRT. Mainstream inexpensive LCDs (if I understand correctly) count on having a static image, as they can only handle a redraw so fast, and the smaller the better. So typing in a text box is nice and quick and responsive for the average LCD. Changing the status of every single pixel 120 times per second isn't, so you need an expensive special monitor.
When I had my shutter glasses, I just had the $200 shutter glasses, using my existing monitor and video card.
According to this: http://www.maximumpc.com/article/fe....._goggle_gamble the difference between these shutter glasses and shutter glasses from years ago, is that they have newer drivers. Oh and apparently they're smaller and wireless and kinda normal-looking now, compared to the 20-pound strap-on behemoth I knew and loved. Then again I actually liked the Virtual Boy.
Niche, niche the bunny says, won't hit mainstream for at least another five years. Maybe by that time this 'color' gimmick might fade away. I hear they got them newfangled EGA cards what can do sixteen colors at once. Sixteen! What would you ever use all them *for* I ask ya?
Of course complete refreshes every 120th of a second require a special monitor, but the real question is whether the same thing for every 60th requires one. I'll admit I'm not terribly knowledgeable with now current LCDs actually redraw their images, but I was under the impression that they completely redrew once every refresh cycle. Otherwise they'd have to either send partial refresh data, or the monitor would have to do a bunch of comparisons lightning fast to figure out what needed updating...
Don't overlook the significance of ease-of-use and good support! I mean, we're talking about PC gamers, who tend to plonk down $1k+ every few years for a new gaming rig. Is $200 for a one-time expense that makes your games really cool and immersive too much? The market will decide. But this is aimed, I think, at the SLI crowd... if you spent $200 extra or more on another graphics card just so you can make your games look nicer or run smoother, is another $200 for the 3D effect unreasonable to expect from them?
Definitely niche for now. But hey, as long as Nvidia makes sure the support is there, I can be the only one in the world who gets them and it wouldn't matter.
Also, something a friend and I discovered: the eye perceives the different colors of the spectrum with different response times; the eye perceives blues the fastest, greens more slowly, and reds the slowest. This means that if you haave a red, green and blue LED hooked together on a moving bar so that they're moving in parallel, the blue LED will seem to be leading and the red LED will seem to be trailing.
Personally, I'm waiting for the separate-image headwear to improve. After playing Pterodactyl Terror, I like that version of 3D tech the most.
Separate screens for each eye can be neat, but there are considerably technical challenges there, especially if you want something with more than... like, 800x600 resolution. In addition, you have to wear something which is considerably bulkier and wired. Also, it effectively cuts you off from your surroundings, whereas simply wearing the glasses could allow you to have a LAN party or do other such things.
I tried to watch the latest Harry Potter on 120hz and I couldn't do it. The movie looked like shit. For some reason it just brought out all the flaws of the sets, the special effects and more. It looked terrible. Not sure why, but I just find the slower response time to make movies look far more polished. It's weird.
Now, for gaming... it's awesome. <3
TEXT WALL ATTACK!
"Jonathan Berger, a professor of music at Stanford, tests his incoming students each year by having them listen to a variety of recordings which use different formats from MP3 to ones of much higher quality, and he reports that each year the preference for music in MP3 format rises. Berger says that young people seemed to prefer 'sizzle sounds' that MP3s bring to music because it is a sound they are familiar with. 'The music examples included both orchestral, jazz and rock music. When I first did this I was expecting to hear preferences for uncompressed audio and expecting to see MP3 (at 128, 160 and 192 bit rates) well below other methods (including a proprietary wavelet-based approach and AAC),' writes Berger. 'To my surprise, in the rock examples the MP3 at 128 was preferred. I repeated the experiment over 6 years and found the preference for MP3 — particularly in music with high energy (cymbal crashes, brass hits, etc) rising over time.' Dale Dougherty writes that the context of the music changes our perception of the sound, particularly when it's so obviously and immediately shared by others. 'All that sizzle is a cultural artifact and a tie that binds us. It's mostly invisible to us but it is something future generations looking back might find curious because these preferences won't be obvious to them.'"
Source: http://slashdot.org/article.pl?sid=09/03/11/153205
My guess is that this is a similar phenomenon.
Also, I've heard several directors talk about how they went for a realistic approach to something, but audiences just wouldn't go for it. Like in fighting scenes, or other areas where VFX are usually overdone. The audience thought it looked fake until they embelished it.
So apparently the human eye doesnt quite work like a monitor or a camcorder at all.
Rather we can perceive up to around 500 Frames per Second, due to afterlight
As the article explains.. turn the light off in your room at night, notice how everything is really black for a split second? that split second is actually only 1/220th of a second so your eye obviously has to be fast enough to pick up on it or you'd just miss it entirely. Which is obviously much faster then a second ;o
article is pretty fascinating.. another reason why people can tell 60 FPS from 100FPS
My eyes for many years now have been able to quite happily distinguish the flickery and flashyness of a lower hertz range. I got well adjusted to running my old crt monitor at 85hz (85fps etc) and when I used a friends monitor at only 60hz i almost got a headache from how much it flickered. Same with the movie theatures, theyre much the same.
Now I know its smooth at 60fps, but yes, at higher range you can see a much more fluid motion, not to mention alot less chance of vertical tear.
Also, no chance for vertical tear on an LCD, I thought o.o If you use V-sync.
LCD and CRT not just due to the whole backlit scenario but because LCD's are exactly that, liquid crystal displays, not fired beams of light. due to that, LCD's have always had a mild-barely noticeable blurring movement with the slow reaction times. Thankfully due to the tech being quite new and continueally updateing, the reaction times are now down to what, 2ms? Barely noticeable but removes the flicker also ^^.
(FYI V-sync, although effective to stop it, if your frames drop below the screens refresh rate, your controls begin to become delayed by a small fraction.)
Lots to develop in this field :)
But I've seen the 120 in my cousin's place, and it's just like you said: "surreal!"