Monday, April 26, 2010

3D Gaming At A Graphical Price


The news isn't a shocker. To produce a game in stereoscopic 3D, the hardware that's spitting out the image literally has to produce two images of the same game to create the effect. The hardware of course, is working a little harder resulting in the 3D effect requiring graphical sacrifices of the overall game. However, these sacrifices appear to be not crushing.

"WipEout HD was originally 1080p at 60Hz - obviously a good foundation to start from but in making the 3D build of this we had to go for two 720p images... Because it was 60Hz we could just drop to 30Hz and in actual fact that was it. There was no more work to do. That worked. It took very little time getting the game into 3D; there were very few problems with WipEout.", SCEE Senior Development Manager Simon Benson.

Sweet! Sounds great. What about bigger retail, graphical experiences like Motorstorm: Pacific Rift? Benson explains...

"Our geometry was already fine and we had lower resolution/lower fidelity models that would render at 30Hz for the split-screen mode, so we started with that... All we need to do now is find some pixels, so we turned to the hardware upscaling and again tried to squeeze as much as we could from optimization. But given that the game was already finished, there wasn't much headroom to find there. The compromise of some hardware upscaling and some more optimization managed to get us to the point where we could get the game working. But the important point was to avoid the frame-tearing... In the original game we varied field-of-view a lot to give speed cuing and acceleration cuing to the player, But in the 3D you don't really need that any more - you get it for free. 3D gives you that regardless. So we just made the field of view more natural."

Cool!

Check out the entire interview at EuroGamer. It's fascinating, awesome stuff!

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