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GeForce 3D Vision: Gaming Goes Stereo

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When you read a review of AMD’s latest graphics card or Intel’s latest CPU, there’s a fair chance you want to know, first and foremost, how that product performs. At least, that’s why we run the most exhaustive battery of tests possible. You take those performance figures and  factor in pricing, availability, and the competition to arrive at a decision: is this worth my money or not?

Other products are evaluated far more subjectively, though. Mice, keyboards, remotes—for many of those devices, you consider look, feel, interface, and setup. It’s much more difficult to lay down a decisive judgment on an item that might just feel better in your hand than it does in mine. Hence, the challenge in reviewing Nvidia’s new GeForce 3D Vision glasses, which incite very personal opinions, depending on who wears them.

Nvidia Goes Back To The Future

Nvidia's retail GeForce 3D Vision box

If you’ve been around long enough, then you probably remember Elsa’s 3D Revelator glasses circa 1999. The shades came bundled with Elsa’s Erazor cards, worked with DirectX games, and required a minimum 100 Hz refresh rate. Naturally, that meant you were using a CRT display. Once the world started shifting to LCDs running 60 Hz, the active technology Elsa used simply wouldn’t work—the refresh rate in each eye was too low for flicker-free game play.

Besides, while the 3D glasses were cool in concept—and indeed looked impressive in a number of games—there were some downsides. First of all, the Nvidia TNT2 cards of the day took serious performance hits when they were used for stereo viewing. Back then, 800x600 was about all you could ask for. There were also a handful of driver settings that needed to be configured, depending on the game you were playing. Finally, eyestrain became a problem over time. We’re so used to playing 3D games on a 2D panel, that adding depth takes some getting used to. Nevertheless, because the Revelators were part of a hardware bundle, it didn’t hurt to try them out.

Now, LCD panel technology has come far enough along that the idea of active stereoscopic glasses is once again viable, and Nvidia is out to show that a lot can happen in 10 years. Its GeForce 3D Vision glasses were first showcased at NVISION in the fall of 2008. And they're now ready for retail (the company can’t yet say which brick and mortar will carry them, but we’re going to go out on a limb and guess Best Buy will have them on offer).  

Having played with Nvidia’s new shades for the past several days, it’s safe to say that they’ll fundamentally change the way you experience 3D. However, we’re not quite ready to call the technology bullet-proof. Onward for more about what you’ll need in order to run a set of 3D Visions and what you can expect to see with the setup purring.

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mi1ez 09/01/2009 09:51
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"The glasses themselves certainly aren’t stylish, but they won’t land you on Page Six of The New York Post, either."

UK guys...

mi1ez 09/01/2009 10:37
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"Sure, the zombies in Left 4 Dead lunge at you—but they stop at the monitor’s plane"

I want a projector, big screen and the 3d glasses!

Matthew 09/01/2009 15:51
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lol 3d stradegy games, dont see that one catching on

topman 09/01/2009 17:40
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THIS IS THE UK THANKS

Milany 11/01/2009 16:43
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I fought DX10 games did not support 3D-glasses, is this true?

DamageIncM 15/01/2009 13:31
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I wouldn't even wear the glasses inside the house.
Not because of the way they look, but I don't want to be wearing glasses when I play a game.
First of all, the frame would probably be annoying, and block the view and such unless it's really big.
I'm also not sure of the colors through the glasses or however it works.

Then it would probably also feel quite confined, you know, like kind of closed up around the face.
I'm sure for me personally it would be very tiresome.

On top of that, how will it work out for people that need and wear glasses to see sharp?
I think it would be a major hassle for them to force them on at the same time.

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