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Blitz Unveils Stereoscopic 3D Game Tech
by Leigh Alexander
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December 1, 2008
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UK-based Blitz Games Studios (Tak and the Guardians of Gross, Bratz: Girls Really Rock) says its proprietary technology enables stereoscopic 3D on Xbox 360 and Playstation 3 games, and it demonstrated the tech for the first time at Los Angeles' 3D Entertainment Summit today.
The company says its in-house tech can "replicate the full HD 3D experience" as seen in 3D theaters.
Blitz Games co-founder and CTO Andrew Oliver says that 3D games will be "even more immersive" than existing titles, but noted that the industry still needs to learn design issues associated with using 3D.
The company says its technology allows for its games to run in both 2D and 3D in a single version by "simply flicking a switch," and Oliver also expects that 3D-capable television sets are likely to gain in popularity as more compatible film and game content proliferates.
"Our BlitzTech technology will prove beyond all doubt that we are already doing what some industry experts have said is impossible on today’s game consoles," claims Oliver. "Our highly tuned engine is capable of producing real-time interactive graphics that are close to offline rendered CG movie quality."
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The trouble I ran into was modern filters. The filters such as depth of field or motion blur often caused everything to appear flat, or wrap strangely onto objects removing any sense of realism. Considering that all modern games use filters, this is an obstacle that would have to be overcome for 3D to work appropriately.
In any case, I don't see the 3D glasses as anymore of a gimmick than a mouse, keyboard, or a headset. They're far from re-creating the sensation of the "real thing" (W,S,A,D for moving, anyone?), but they do enhance your precision.
For example, with stereographic 3D glasses on, I can land a helicopter in Flight Simulator X from any external view with relative ease. The difficulty is much greater when I'm not wearing the 3D glasses, because the pixels aren't truly revealing the actual depth.
From the Autodesk demonstration they showed that there's a lot of tweaking involved for each camera shot to *pop* correctly. This makes me wonder how much work it'll be for games to take advantage and not seem like a cheap gimmick (i.e. Wii controller waggle).
In regards to Bryson Whiteman's comment, most games these days (at least on the PC) are already programmed for 3D and all you need is the right equipment. I believe the stuff in 3DS Max and Maya is only for video and not games. That being said, however, as the article says, people need to learn to use it. Even though it's there and there are montiors capable of Autostereoscopic viewing, not all the games look the same. Some games have the 3D down better while others apparently bearly gain any depth or are just off and give you a headache. I don't believe it's a priority to figure out how set it up correctly since probably less than 1% of people even use it. I'm not even sure if it's intentionally programmed in or if it's just a side effect of the normal process in PC games. As far as console games go, I don't know if they're like the PC games, which might be why someone made technology to do it. Unless they just wanted to make an easy, unified way to do the technology and make it easier on everyone.