Having researched 3D stereoscopy myself I can tell you that for a realistic effect two things are needed: First, the shift between the two virtual cameras should be the same in game that in real between the two eyes. With only this you have a "realistic" representation of depth in game, BUT an unrealistic feeling of it, because... the fov and monitor size. For a realistic and natural feeling you also need to fit the fov to a realistic value AND use a surface where that realistic fov actually fits your real field of view. If you do both you will have a complete being there feeling with a nice and beliable depth effect. Of course depth is also more noticeable in close objects that in very far ones. That´s normal: you can accurately tell the distance between two close object in cm, but hardly you will do the same between two aircraft even in kilometers without using other info like apparent size.
The main probem with nvidia screenshots is the shadow. It seems that shadow map is not recalculed for the second screenshot ( don´t know if thsis is driver problem or it needs to be implementd by devs, but I would bet for the second one), so shadow projection in the second image fails.
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Win 7 64
Quad core
4Gb ram
GTX 560
Last edited by Ailantd; 04-06-2012 at 03:40 AM.
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