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Bofferbrauer said:
Tachikoma said:

i dont think you quite get what i was saying.

If a games native res is 1080p, each eye only sees 960x1080, so the render output for each of the two viewports is half of what a games normal output would be.

Don't worry, I got it. I'm just saying there is noticable difference in between this way of rendering the image and using 2 full 1920x1080 images slightly displaced is space to simulate the distance in between both eyes and that the developer might prefer the latter to the former.

There is abolutely no benefit from rendering a full 1080p scene twice, the hardware is incabable of displaying it for both eyes at the same time (i.e. to fullfil the purpose of a 3d image to begin with), even if you did it on a high end pc, alternating between two 1080p images, you would just get a blur of mess since both eyes would be seeing the same image at the same time, if you are going to cut the display in half to display both views at once, why in the world would you want to render full 1080p images?, you are just throwing performance out the window for nothing, the SDK makes patching in a split render mode a piece of cake, an intern could port any existing game to work on morpheus within a week on their own, its that easy.

Hence why this person is full of shit, anyone with access to a morpheus SDK will naturally have access to the latest supporting SDKs, so they would know this without having to rant about some obtuse approach at rendering the scene.