'Grammar of 3D' Presents a QA Hurdle for Stereoscopic Games
In a workshop about stereoscopic 3D held at the Imagina conference, industry magazine Develop reports that Gerard spoke about what he calls "the grammar of 3D." He explained that attributes such as image speed, object movement, and how the action is framed, all affect the overall "potency" of the experience for the end user. Ignoring these rules result in things like peripheral image distortion, or in the case of fast-moving action, disorientation of the audience.
"Developers will have to guarantee that their 3D is not uncomfortable or damaging throughout an entire game, and that the grammar of 3D is constantly in place, even with the player in control of framing and movement on-screen," Gerard said, adding, "That will be very difficult." Though few details were shared, Gerard also mentioned that an automated tool is in the works that will be able to analyze stereoscopic media and determine whether or not it's of acceptable quality.
The logical assertion is that a baseline quality standard for all stereoscopic games is highly important to the success of 3D gaming, if for no other reason than to protect gamers from the headaches, eye-strain, and nausea that are potential side-effects of substandard 3D presentation.
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I'm all for innovation. However, I'd much rather play a good game in 2d than play a game with poorly implemented 3d effects.
I think quality 3d titles are a ways out still, but probably not as far away as some naysayers might think. -