Stereoscopic 3D Gaming – Part 1

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Whilst opinions on the benefits of 3D to movies are often polarized, I have always thought that in 3D Gaming the allure is obvious – the ability the perceive depth, breath & dimensionality in the game environment would lead to ‘greater immersion & a more intuitive navigation experience’.  Still 3D gaming has not been as successful as anticipated or…. has it?

 

As 3D Content Hub currently develops a new television series on 3D Films & 3D Games reviews, we find it timely to focus on the world of 3D Gaming. In this 2-part series article, Ed Mason founder of 3Dizzy.com, an online community focusing on stereoscopic and autostereoscopic gaming technologies, muses on the past, present & future of 3D Gaming.

 

Stereoscopic 3D gaming has been around for quite a few years. The older generation of PC gamers out there might remember playing around with nvidia’s legacy 3D drivers, enabling 3D on the old school CRT screens with the help of some pretty chunky, wired glasses. Even older gamers would remember the Virtual Boy, a 3D-only console that was released in 1995. In fact, the world’s first 3D ‘game’ environment (a wire frame room) was created back in 1968 at Harvard University in the form of a huge head mounted display system named “The Sword of Damocles”. True story.

 

S3D Gaming made developments over the years but still, it never really stuck. 3D Systems ranged from arcade machines from the early 80s to the somewhat gimmicky Head mounted displays like the Atari Jaguar or SEGA VR consoles of the mid-90s. There were a number of reasons why these would never work, but mostly, it was their lack of titles that was their downfall.

 

Continue reading…

 

Special thanks to our source, 3DContentBlog.

 

 

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