Isn't the 3DS already processing these (already impressive) graphics TWICE?

#1TheGoddamnPosted 6/16/2010 6:16:52 AM
To create the stereoscopic 3D effect?

If so, wouldn't this thing be incredibly graphically powerful? I mean, if a dev decided to make a "no-3D" game (if they were even allowed to), wouldn't it look even better? Theoretically.

If I'm dead wrong, please correct me. That's how I understand glasses-free 3D to work.

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#2KogaSteelfangPosted 6/16/2010 6:18:06 AM
From what I understand, you are correct.
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#3relsoftPosted 6/16/2010 6:19:25 AM
Nope. Process once blit twice.

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#4x_XMr_DeathX_xPosted 6/16/2010 7:08:58 AM
I was thinking the same thing, to do some 3D effects without glasses, you must have some really powerful graphics monster there.
#5relsoftPosted 6/16/2010 7:17:18 AM

Basically just a 400 pixel screen with 2 crystals made at an angle.

But that's just an assumption.

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#6NarrooPosted 6/16/2010 7:26:07 AM
It's possible, that if it's rendering two different views, there is a trick to it.

Outright rendering two screens a once wouldn't be efficient, so most likely there is some trick to reduce the load on the machine. For instance; perhaps certain pixels are processed once and sent to both screens. Or perhaps only one screen is rendered for the 3D screen, and the screen's hardware makes it look 3D.
#7relsoftPosted 6/16/2010 7:48:11 AM
from experience with steriorendering, you just separate channels or polarity. So you basically render one scene and blit the 2 channels. One for each 400 pixel frame.

Since the rendered scene stays on the GPU (unless you erase/clear it), you get little performancve overhead when rendering the second channel.

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#8PhilR1Posted 6/16/2010 7:53:31 AM
Forgive the ignorance here but how is it possible to have 3D graphics without those ridiculous glasses you have to wear for films like Avatar? I'm not exactly technically minded you see. It seems really impressive to me just looking at the screenshots never mind seeing it in 3D.

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#9ozfunghiPosted 6/16/2010 8:26:48 AM
Everything needs to be rendered twice from a different perspective (camera view for each eye).

The resolution is 800x240 meaning each eye sees 400x240 through paralax.

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