DJ aka GDR DJ Posted October 15, 2011 Posted October 15, 2011 We’re here on the USS Hornet attending NVIDIA’s GeForce LAN 6 event, where NVIDIA has just finished a kick-off keynote and product announcement between rounds of gaming. While NVIDIA has held LAN parties in the past, they don’t traditionally use them to announce new products. But the reality of the GPU product cycle is that with Kepler due in 2012 NVIDIA won’t be launching any major new consumer GPUs this fall, so instead the fall is being dedicated to their ecosystem products and GeForce LAN 6 is being used as the launch event for those products. So while today’s announcement isn’t a new GPU, it is still quite relevant to gaming. As you may recall, it’s been nearly 3 years since NVIDIA first announced 3D Vision, their initiative to revitalize the shutter glasses 3D gaming market by adding support to their drivers for running a number of games in 3D, while at the same time taking care of the hardware on their own by producing the glasses and IR transmitter. Since then they have given the glasses a slight upgrade by extending the battery life, having a few monitor/laptop vendors integrate the IR transmitter into their wares, and introduced a separate set of wired glasses, but otherwise the platform has remained the same. As for the competition NVIDIA is facing some pressure from AMD, whose HD3D initiative had been slow to start off but has finally gained some momentum with the release of monitors such as the Samsung SA750. At the same time NVIDIAs own sales have reached 500,000 glasses, meaning the product line has been deemed successful enough to continue its development. As a result 3D Vision is due for a refresh. The result of that product refresh is pair of technologies: 3D Vision 2 glasses, and 3D LightBoost. The 3D Vision 2 glasses are the long awaited replacement for NVIDIA’s earlier 3D Vision wireless glasses, and feature a new fit and larger lenses. From NVIDIA’s perspective they wanted to have glasses with larger lenses for use with today’s 27” 120Hz monitors (3D Vision 1 launched with 22” monitors), whereas from our perspective we’ve never been a big fan of the wrap-around fit of the original glasses. The result is that NVIDIA went with lenses that are 20% larger than with the older glasses, Which in turn making the required glasses larger overall. This ends up killing two birds with one stone, as not only does NVIDIA get their larger lenses, but the larger frame Allows them to promote the glasses as less Allowing light to leak in from the side. At the same time the larger frame means that they've gone back and reworked the material and the fit of the frame, the frame is now made out of a softer plastic, Which should be more malleable to heads and headphones alike. With that said we have not had a chance to try out a set of 3D vision glasses 2 yet, so we'll be including our impressions shortly once NVIDIA brings them out for exhibition. The second announcement 3D vision of the evening is the announcement of 3D light boost, a new NVIDIA technology that is designed to partially mitigate the biggest pitfall of active shutter glasses: the poor visibility that results from the shutters blocking so much light. All 3D systems suffer to some extent to this - at the end of the day you're blocking an image from reaching any given eye - but as anyone who has used both polarized and shutter systems can tell you, shutter systems have it worse. Thus the idea behind 3D light boost is that NVIDIA has a new way to operate their glasses that block less light, both from the monitor and from the immediate environment. Unfortunately NVIDIA is holding their cards close to their chest here when it comes to discussing how the technology operates. What we have managed to get confirmed is that 3D is a light boost monitor technology (not a glasses technology), and that Intel is playing with the monitor backlight to Achieve this. Specifically they're shutting off the backlight entirely between frames, and then activating the backlight brightness at over 100% when they want to show a frame. In effect the backlight itself is acting as a shutter. The significance of this change is that by modulating the backlight the shutters on the glasses themselves no longer need to be closed for as long a period of time. Currently NVIDIA needs to close the shutters Relatively early to preventDefault stereo crosstalk - left and right images being seen in the wrong eyes - from being noticed and breaking the illusion 3D. The need to close the shutters so early is a Particular quirk of LCD monitors, as the shutters need to be closed while the LCD crystals are moving to their new alignment and only opened once the crystals are near or at their new alignment, since crosstalk will occur long before the image settles. Or to put another way, by modulating the backlight LCD motion blur can be hidden, Which is a second way to reduce stereo crosstalk. The result of this is that the shutters on the glasses can be kept open longer, Which improves the amount of environmental light that gets through the glasses. For the monitor itself, the increase in image brightness is Achieved by overdriving the monitor's backlight, producing an image brighter than the current crop of 3D monitors at full brightness. The amount of overdrive is going to depend on the attributes of the monitor being used, and more immediately NVIDIA still has not fully explained the technical reason for why they can overdrive a backlight but only for short periods of time. In any case the combination of the two effects results in both the image on the monitor and the immediate environment being perceived as being brighter. Presumably this method could also be used to reduce overall stereo crosstalk (which still exists to some extent), but not NVIDIA is promoting it as such. Source DJ Quote
Quicksilver Posted October 16, 2011 Posted October 16, 2011 Very nice but if long time watch a 3D , my head explodes But i like NVIDIA GeForce Quote
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