Showing posts with label Vision. Show all posts
Showing posts with label Vision. Show all posts

Tuesday, 31 May 2011

Computex 2011: NVIDIA Announces Wired 3D Vision Glasses

Technically Computex 2011 doesn’t start for another day, but already companies are announcing new hardware right ahead of the event in order to try to beat the rush. NVIDIA is one of those companies; at Computex they’re announcing their new wired 3D Vision glasses.

As a bit of background, since the introduction of 3D Vision in 2009 the hardware has remained relatively unchanged. NVIDIA launched with their wireless 3D Vision glasses kit at $199; more recently they dropped the price down to $149, but other than a slightly tweaked revision of the glasses offering double the battery life, the glasses themselves haven’t changed. Meanwhile, though wireless glasses are generally going to be the best way to use an active shutter 3D system, it does have a couple of downfalls: there’s only so much cost cutting that can be done, the need to have batteries and USB connectors on-board dictates design to some degree, and $150 objects that are not tied down tend to grow legs and walk away.

As the market for 3D Vision expands, driven by declining prices for the necessary 120Hz LCD monitors, NVIDIA has finally had to deal with these problems, both to keep costs in-line with cheaper monitors and to build a set of glasses suitable for some new markets. The result is that we’ve come full-circle: 3D shutter glasses are now wired once again.

Being announced today and shipping in late June are the NVIDIA 3D Vision wired glasses, which NVIDIA intends to fill the above niche. As the name implies, it’s a set of 3D vision glasses that are wired – in this case using USB 2.0 – instead of the wireless glasses + hub solution that NVIDIA’s wireless kit uses. By ditching the batteries and the IR gear, and by integrating the functions of the 3D Vision hub into the USB connector itself, NVIDIA has been able to cut production costs. Priced at $99, these are intended to be the new low-end glasses to go with the aforementioned cheaper 120Hz monitors, while the wireless glasses will continue to be offered at $149. Besides the fact that the wireless glasses are wireless, it looks like the other features differentiating the two will be the 3D Vision control functionality the wireless hub offers - convergence controls and turning 3D Vision on & off - as there's no analog on the wired glasses.

The wired glasses will also be serving as NVIDIA’s first official foray into LAN/cyber-café business. As wireless glasses can’t be easily secured and can be easily stolen, NVIDIA designed and will be pitching the wired glasses as a practical alternative to café owners that want to offer 3D Vision without their investments walking out the door. The wired glasses feature a Kensington lock slot in the USB connector/hub, which means the glasses can be locked down like the rest of a café’s hardware. We wouldn’t venture to guess just how many cafes are actually interested in offering 3D Vision right now, but clearly NVIDIA believes it’s a worthwhile market to chance.


The existing wireless glasses

Finally, in spite of the wired nature of the glasses, they may end up being more comfortable than the existing wireless glasses. NVIDIA isn’t heavily promoting it, but the wired glasses do have a different fit thanks to the fact that there’s no longer a need to embed batteries, IR receivers, or a controller into the glasses themselves. Of the few different editors here at AnandTech that have used the wireless 3D Vision glasses, the most common complaint is the fit; as the glasses are one size fits all, we’ve found that the glasses pinch our (apparently) big heads. Although only NVIDIA really has any data to back up how many users shy away from 3D Vision due to the fit of the glasses, we suspect we’re not the only ones that the existing glasses poorly fit – the merits of the technology mean little if the glasses themselves can’t be worn comfortably for any length of time. Once we receive our sample glasses we’ll be taking a look at the fit to see if these are any better than the wireless glasses.

Wrapping things up, the wired glasses will cost $99 and be shipping in late June from NVIDIA and other retailers. NVIDIA hasn’t talked about any long-term plans for the wired glasses, but we wouldn’t rule out the possibility that they’re going to replace the wireless glasses in monitor bundles that already include glasses. A few manufacturers are building the IR transmitter directly into the monitor’s bezel these days, but for the rest this would be another way to bring down the price of a complete 3D Vision kit.

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YouTube Adds Stereoscopic 3D Video Support (And 3D Vision Support, Too)

For those of you with a 3D TV or a 3D Vision kit, this will likely be of interest to you.

Today Google will be officially activating stereoscopic 3D video support on YouTube. Google has been experimenting with stereoscopic 3D support as early as 2 years ago, but the feature never left the dark depths of alpha testing. Since then Google has worked out the kinks in the system, and along with some new features in HTML5 is formally launching it today.


3D - The Coke Zero & Mentos Rocket Car In Its Native Side-By-Side Format

In the short term this won’t do much to resolve the dearth of 3D content – seeing as how a great deal of professional content is still locked behind various CE exclusivity deals – but with any luck it should make the sharing of such content easier than sending files back and forth as it currently stands.

Meanwhile how YouTube is going about this is interesting, since it’s not so straight forward. Ultimately YouTube is supporting 3.5 different ways of displaying 3D content, due to the lack of any de-facto method of receiving 3D content. For older DLPs, passive polarized TVs, and other “simultaneous image” systems, an interleaved mode is offered that can do row/column interleave along with checkerboard patterns. For more recent TVs that can accept side-by-side frame packing (both passive and active), side-by-side is being offered. For those of you with old-school anaglyph glasses, that’s also being supported in red/cyan, green/magenta, and blue/yellow combinations. All of this is offered through Adobe Flash.

Last, but certainly not least is the .5 and likely the most relevant for our discussion: HTML5 for computers. HTML5 still uses side-by-side, but it also includes a flag to tell the browser that it’s going to be playing back stereoscopic content. With knowledge of the flag, the browser can change the device's display settings on the fly rather than passing a “dumb” image on for the display to process. on paper it’s the most user friendly option, and no doubt Google’s favorite given their stake in HTML5. And since it’s based around HTML5, it’s using WebM rather than H.264 under Adobe Flash.

Given that HTML5 still isn’t complete though, YouTube’s HTML5 implementation is also easily the more experimental configuration. At this point of the browsers that support the WebM codec it only works under Firefox 4, and strangely not Google’s own browser. In turn only one 3D display system currently works with Firefox: NVIDIA's 3D Vision. This shouldn’t come as any surprise given NVIDIA’s continued investing in 3D Vision compatibility for games and applications, but for the moment NVIDIA has a first mover advantage with YouTube’s 3D stereoscopic support. Google expects additional software and hardware packages to support the format in the future, once they implement the appropriate parts of the HTML5 draft standard.

We should note that the fact that all of this is rather experimental shouldn’t fall on deaf ears. As it stands YouTube’s HTML5 stereoscopic 3D support basically combines all the glitches of the YouTube HTML5 player with all the glitches of windowed mode 3D Vision. Since Google started enabling the feature late last night we’ve only been able to get the stereoscopic 3D player to periodically work. No doubt Google and NVIDIA will continue to work out their respective bugs, but for the time being it’s definitely a work in progress and not as easy as it’s supposed to be.

Update: After chatting with NVIDIA, it turns out SLI + YouTube is a no-go. SLI must be disabled on a system level for this to work.

Finally, as far as quality is concerned it’s a mixed bag. Regardless of any differences between H.264 and WebM, YouTube isn’t doing full resolution 3D. As we noted before, everything is either interlaced or side-by-side frame-packed, so the effective resolution per eye is either one-half vertical or one-half horizontal depending on the method used. Active shutter based systems can display each image at full resolution – hence the reason we’re going to see NVIDIA tout their support for full HD 3D – but ultimately roughly half the lines are being interpolated. However the source being half-resolution is consistent with most other 3D offerings right now due to bandwidth and decoder limitations; Blu-Ray 3D is still the only widespread media that offers full HD 3D.

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