gergroy said:
that really isn't that different from 3d other than blocking out the periphery... also, that is also something that these devices most likely won't be used for... maybe oculus rift will be used for that... |
Standard 3d works by halving framerate and showing one frame per eye so what you end up with is clunky and the brightness is impacted from the shutter use, consoles aren't fast enough to do shuttered 3d at over 30fps and even then 30fps would require the game to be stable 60fps, something they struggle with already.
Vr doesn't require the screen split so no performance or brightness is lost.
Not the same tech, and very different in their approaches too.







