Stroboscopic Glasses

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kokoko3k
Posts: 3
Joined: 26 Dec 2024, 13:00

Re: Stroboscopic Glasses

Post by kokoko3k » 04 Jan 2025, 08:49

And what about this, eg 60fps content, 60hz strobe per eye:

Code: Select all

frame: eye open
1    : L
1    : R
2    : L
2    : R

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Chief Blur Buster
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Re: Stroboscopic Glasses

Post by Chief Blur Buster » 03 Feb 2025, 20:23

kokoko3k wrote:
04 Jan 2025, 08:49
And what about this, eg 60fps content, 60hz strobe per eye:

Code: Select all

frame: eye open
1    : L
1    : R
2    : L
2    : R
There's artifacts in both 2D use cases (shutter glasses as motion blur reduction) and 3D use cases (shutter glasses for 3D).

For 2D
For 2D that will create double images, like the equivalent of CRT 30fps at 60Hz. For fast moving objects, they will double-image because you've strobed the same gametime at different real-world times. Just like TestUFO BFI Double Image Effect.

For 3D
In addition, it is not recommended for 3D because you will get depth-change effects during strafing, where things look deeper/shallower if you strafe rightwards fast versus leftwards fast.

Unless you do 30Hz shutters and tolerate flicker

3D 60fps Frame #1 -> Left eye
3D 60fps Frame #2 -> Right eye
3D 60fps Frame #3 -> Left eye
3D 60fps Frame #4 -> Right eye

Or you do 60Hz shutters and render at 120fps

2D 120fps Frame #1 -> Left eye
2D 120fps Frame #2 -> Right eye
2D 120fps Frame #3 -> Left eye
2D 120fps Frame #4 -> Right eye

This keeps gametime:photontime temporally correct, preventing any weird depth-change effects caused by flashing an unchanged gametime (snapshot in time) to a different eye at a different temporal time. This was noticeable with NVIDIA 3D Vision in 2012 to see depth of field go shallower/deeper everytime you strafeed left/right.

Better stereoscopic 3D preserves gametime:photontime, even if it means more render wastage.
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