ArticleslgStudy

science

Stereoscopic video game

Stereoscopic video game is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Stereoscopic video game rather than just read about it. In short: A stereoscopic video game (also S-3D video game) is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. Such games should not be confused with video games that use 3D game graphics on a mono screen, which give the illusion of depth only by monocular cues but lack binocular depth information.

Stereoscopic video game — main illustration
Stereoscopic video game — illustration

Key takeaways

  • Stereoscopic video game belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Stereoscopic video game to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Stereoscopic video game from memory before moving on to harder problems.

Reference excerpt

A stereoscopic video game (also S-3D video game) is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. Such games should not be confused with video games that use 3D game graphics on a mono screen, which give the illusion of depth only by monocular cues but lack binocular depth information.

Description Stereoscopic video games have been available for several years for PCs through the Nvidia 3D Vision and other platforms including AMD HD3D, DDD TriDef that use compatible hardware and active shutter 3D glasses. For video game consoles, however, stereoscopic 3D support must be specifically built into each game. Potential stereoscopic game support is available, for instance, on Xbox 360, PlayStation 3, Xbox One, Wii U and PlayStation 4. Nintendo 3DS is fully designed for autostereoscopic games. Although no longer considered a key feature for successful game development by as many as during the stereoscopic 3D hype in 2010, stereoscopic support for video games is still considered a minor enhancement to video games. Many individuals consider it to be the most significant enhancement to video games. One of the reasons for the technology's lack of success was that the surprise effect quickly wears off.

A study at the University of Derby showed that converted 2D games do not transfer very well to stereoscopic 3D and concluded: "... games targeted to stereoscopic 3D audiences and devices must be designed from the start with stereoscopic 3D in mind." Therefore, stereo video games must have elements that can only be achieved in S-3D for a proper stereoscopic immersion. For example, in the game Super Stardust HD, asteroids stand out from the plane. It makes navigation easier and serves a fundamental purpose. Super Mario 3D Land is another example for easier navigation and furthermore the game plays with depth, e.g. with Escher-style perspective puzzles. Developers also need to mind perceptual problems such as stereo window violations and occlusion of virtual objects. Another scientific paper showed that S3D vision can measurably change player behavior depending on actual game design. Recent developments of consumer virtual reality headsets such as for example Oculus Rift, HTC Vive, PlayStation VR, Fove, and Open Source Virtual Reality also include stereoscopic support as one of their features. The entire development trend of games and other software for such head-mounted displays remains to be seen.

Rendering techniques There are two primary rendering techniques employed in stereoscopic video games: 2D + depth rendering, and dual rendered 3D.

2D + depth rendering This technique generates a second point of view from a single rendered image. It has an upper limit on how much parallax can be created. 2D+ can be compared to 2D to 3D conversion techniques for 3D films. Several video games for Xbox 360 and PS3 used this method.

Dual rendering This technique renders two images. It creates the best stereoscopic effect but has double system requirements for graphic rendering and higher production demands.

History

1980s

Sega released the world's first commercial stereoscopic video game, SubRoc-3D, in 1982. This arcade game introduced an active shutter 3D system, jointly developed by Sega with Matsushita (now Panasonic). In 1983, the first model of the TomyTronic series of gaming laptop LCD game & watch-type stereoscopic 3D was released by Takara Tomy. A 3D imager for the console Vectrex vector, a pair of 3D glasses using a rotating color wheel synchronized with the display was released by Smith Engineering in 1984. Battle Bird, developed by Irem, was released in Japan in January 1986, and demonstrated at London's Amusement Trades Exhibition International (ATEI) show the same month. It was a space shooter that used Irem's 3D Vision system, which displayed stereoscopic 3D color graphics using a complex 3D system consisting of a dual-monitor setup, a half-silvered mirror, and a viewer with a polarizing filter for each eye. Upon its debut in early 1986, Mike Roberts of Computer Gamer magazine called it "the best example of the 3D effect that" he had ever seen. However, only a small number of arcade cabinets were manufactured. Taito also developed an unsuccessful 3-D arcade game, followed by Namco with 3-D Thunder Ceptor II (1986), which generates 3-D images using LCD shutter glasses enhanced by a Fresnel lens placed between the glasses and video screen, giving the impression of large 3-D images coming near the player. In 1987, the shutter-based SegaScope 3D Glasses for the Sega Master System home console was released, and the Famicom 3D System for Nintendo's Famicom (NES) was launched only in Japan but met with limited success. The Taito Z System arcade game Continental Circus, the first stereoscopic 3D racing video game, also released in 1987. The SegaScope 3D, Famicom 3D System and Continental Circus all used active shutter 3D glasses. In 1988, the X-Specs 3D glasses including 3D game SpaceSpuds for Amiga were brought out by Haitex.

1990s In 1991, the Sega VR was announced and demonstrated, a virtual reality helmet that was never distributed. In 1993 Pioneer released the LaserActive system which had a bay for various "PAC's" including the Sega PAC and the NEC PAC. The unit was 3D capable with the addition of the LaserActive 3D goggles (GOL-1) and an adapter (ADP-1). The Virtual Boy was brought out in 1995, a console equipped with a virtual reality helmet that provided a stereoscopic rendering of 384x224 pixels per eye in monochrome (black and red) and for which 12 games were available in late 1995. Marketing was a dismal failure and production was halted in late 1996. SimulEyes PC VR goggles (a consumer version of CrystalEyes), bundled with the game Descent: Destination Saturn, was released in 1995. In early 1997, Sega demonstrated an early glasses-free 3D display system, called the Floating Image System. It displayed 3D imaging based on a multi-layer parallax system, and was presented by Sega AM3's general manager Hisao Oguchi. Metabyte produced Wicked Vision the first driver that made a half-resolution stereo (sync doubling) of more than fifty gaming PC (Glide, Direct3D and miniOpenGL) 3Dfx Voodoo2 graphics card with infrared glasses H3D in 1998. A year later, Elsa Revelator released a similar driver for Direct3D that provided full resolution (page flipping) for stereo 3D on different graphics cards.

2000s

… excerpt ends here. Continue reading the full article.

Illustrations

Stereoscopic video game illustration
Stereoscopic video game illustration
Stereoscopic video game: The New Nintendo 3DS uses parallax barrier autostereoscopy to display a 3D image.
The New Nintendo 3DS uses parallax barrier autostereoscopy to display a 3D image.
Stereoscopic video game: A HTC Vive that is designed for virtual reality gaming with stereo 3D graphics
A HTC Vive that is designed for virtual reality gaming with stereo 3D graphics
Stereoscopic video game: Famicom 3D System, released in 1987 for Japan only
Famicom 3D System, released in 1987 for Japan only

Worked examples

Example 1 — a first encounter with Stereoscopic video game

Start with the simplest possible case. Write down what Stereoscopic video game claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Stereoscopic video game before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Stereoscopic video game ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Stereoscopic video game

In research
Stereoscopic video game appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Stereoscopic video game in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Stereoscopic video game is common in secondary-school and first-year university syllabi. It links to neighbouring topics Japanese inventions, Video games with stereoscopic 3D graphics, so understanding it makes those chapters shorter.
In everyday life
Look for Stereoscopic video game outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
Ask Teacher Smith questions about this articleOpens your AI tutor with a question about “Stereoscopic video game” →

Affiliate

Preply — study more efficiently by working with a personal tutor. 50% off.

How to study Stereoscopic video game in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Stereoscopic video game means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Stereoscopic video game out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Stereoscopic video game in simple terms?

A stereoscopic video game (also S-3D video game) is a video game which uses stereoscopic technologies to create depth perception for the player by any form of stereo display. Such games should not be confused with video games that use 3D game graphics on a mono screen, which give the illusion of de…

Why does Stereoscopic video game matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Stereoscopic video game?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Stereoscopic video game.

Tags

  • Japanese inventions
  • Video games with stereoscopic 3D graphics

Keep exploring