means that you don’t have to wear glasses to access the monitor’s “customizable 3D experience.”
.
Lenticular lenses direct different images to each eye to make images look three-dimensional.
So I guess it’s a 1 user solution, which is fine for a computer screen, but will probably not work for TV.
I can live with that. I’m more concerned with software support. 3D games are plentiful, but last time this required a ton of specific support that ended up being fiddly and not very compatible.
It’s no different on the game software side to 3d glasses, assuming it doesn’t just do it as a post process on the display, which generally looks garbage and adds a ton of input lag.
It’s no different on the game software side to 3d glasses,
It absolutely is. With glasses if things aren’t calibrated perfectly you get nausea. The software must be able to support the sensors the glasses use to detect head movement.
With the screen being 3D you just add a 2nd eye view, which is only duplicating what the game is already doing, and you’re done.
Edit:
I didn’t consider old fashioned 3D glasses, they aren’t really used anywhere AFAIK, so my response regards the difference to VR glasses, that track head movement, and updates perspective accordingly.
It’s cool where supported (and one of the few ways to properly emulate a 3DS without original hardware).
But mixed reality monitors in VR still look way worse than a good 3D monitor (and a good 2D monitor, obviously, but you get what I mean).
I do wonder if all the work that’s been done to hack VR support into games will translate into an easier community-driven support path for something like this if it ever makes it to market.
I mean… not really. You still need to send two half-res images to the screen. On principle the implementation is the same, the only thing that changes is how you’re representing that stereo image on the display itself.
No it’s not the same, VR games need to detect head movement, and this needs to be perfectly calibrated or people get nausea.
With the 3D screen you simply duplicate what you are already doing.
Oh, I misunderstood. I thought you meant 3D glasses for previous-gen 3D monitors that used either polarized or shutter-based 3D glasses, not VR HMDs.
But it’s still a no, though. We know what it takes to get a 3D picture out of a 3D monitor, because that hasn’t changed since last-gen, so you still need driver/software support to properly format the image for 3D screens. In fact, legacy support is largely gone now, I don’t think it’s supported on current drivers anymore, so the entire thing has to happen all over again.
Nah, it was a thing for a while, with very spotty support (source: I genuinely, unironically used this feature), and then it got cut when 3D monitors went the way of the dodo, back in 2021
So I guess it’s a 1 user solution, which is fine for a computer screen, but will probably not work for TV.
I can live with that. I’m more concerned with software support. 3D games are plentiful, but last time this required a ton of specific support that ended up being fiddly and not very compatible.
I would think this is way more adaptable than 3D/VR glasses, like almost every 3D game will be able to utilize this with very few changes.
It’s no different on the game software side to 3d glasses, assuming it doesn’t just do it as a post process on the display, which generally looks garbage and adds a ton of input lag.
It absolutely is. With glasses if things aren’t calibrated perfectly you get nausea. The software must be able to support the sensors the glasses use to detect head movement.
With the screen being 3D you just add a 2nd eye view, which is only duplicating what the game is already doing, and you’re done.
Edit:
I didn’t consider old fashioned 3D glasses, they aren’t really used anywhere AFAIK, so my response regards the difference to VR glasses, that track head movement, and updates perspective accordingly.
Nobody calls a VR headset 3D glasses 😅
VR glasses are not a thing yet.
You’re confusing the head/eye tracking part with the 3d part.
But yeah they say they have eye/head tracking too.
That is only to direct the 2 images the lenses create correctly to each eye to create the 3D experience. Not to create a semi VR experience.
I would really like that to be the case for playing 3D flatscreen games in VR.
It’s cool where supported (and one of the few ways to properly emulate a 3DS without original hardware).
But mixed reality monitors in VR still look way worse than a good 3D monitor (and a good 2D monitor, obviously, but you get what I mean).
I do wonder if all the work that’s been done to hack VR support into games will translate into an easier community-driven support path for something like this if it ever makes it to market.
I mean… not really. You still need to send two half-res images to the screen. On principle the implementation is the same, the only thing that changes is how you’re representing that stereo image on the display itself.
No it’s not the same, VR games need to detect head movement, and this needs to be perfectly calibrated or people get nausea.
With the 3D screen you simply duplicate what you are already doing.
Oh, I misunderstood. I thought you meant 3D glasses for previous-gen 3D monitors that used either polarized or shutter-based 3D glasses, not VR HMDs.
But it’s still a no, though. We know what it takes to get a 3D picture out of a 3D monitor, because that hasn’t changed since last-gen, so you still need driver/software support to properly format the image for 3D screens. In fact, legacy support is largely gone now, I don’t think it’s supported on current drivers anymore, so the entire thing has to happen all over again.
I can see how it’s easy to misunderstand, I’ll correct my post accordingly.
I’m pretty sure that’s been a standard feature in drivers for a long time.
Nah, it was a thing for a while, with very spotty support (source: I genuinely, unironically used this feature), and then it got cut when 3D monitors went the way of the dodo, back in 2021
I bet the support is way better now, because computers generally support VR, and 3D is a subset of that.
Yeah it doesn’t look like their TV division is doing this, just their PC gaming one.
By getting fancy with the lenses, it’s possible to accomodate more than one viewer:
https://www.cs.unc.edu/~andrei/pubs/2010_ISMAR_Autostereo.pdf
That seems very prototype like. Not nearly the clarity that was demoed last year:
https://www.digitaltrends.com/computing/samsung-3d-2d-gaming-monitor-ces-2024/
Yeah, I had to go back to a 15-year-old journal article to find something with the multi-viewer light path diagrams I was looking for.
I wouldn’t be surprised if the multi-user version was shelved. Of course it may come back, if the technology matures.