Topic on Glossary talk:IZ3D
I mostly created the page so the ugly red links disappear in the VR template. Also, couldn't the tables just be extendable or is there another issues if we throw them into one page?
Well, the TriDef 3D page is quite in depth, but I think much content could be shaved off. What would the page be called? Virtual reality tools?
Oh.. Damn, it's a lot of stuff.
And if it cannot be summed up, I guess dedicated pages are necessary.
Do you think it's wordy or that streamlining that is not possible?
If you think their guide is fine, sure.
Even though, experience tell me most of times it is not.
In my opinion then, such lists make sense when people specifically look for these features when (aka before) buying games (for example, they don't want DRM, or they'd like a cooperative game to play with friends)
Do you think this is the case for 3D games?
Or that conversely people first buy games, and only then they look for stereoscopic support?
I mean, 99% of times getting tridef, 3d vision or iz3d to work is just a matter of patience, experimenting with settings after all (or at most with cheat engine).
Whilst no matter what you do, the other features are never "fixable" on your side.
Honestly, I am not sure. Do you think it would make sense to make a summary article for all 3D pages, and provide a link to the TriDef page for further insight? Or should we just leave all the articles the way they are?
Well, in the meantime (if you have experience with this kind of things) you can work with "current layout". Include the information you believe to be important and all.
If we then realize many of the issues are common... we might consider a single page I guess
So we should hold of on the single page and clean up the existing ones? I'm not quite sure what you mean with "current layout".
The one you was writing this page with and that I disrupted d:
Can't stereoscopy be considered a "subset" of Virtual Reality?
What's the difference between Oculus Rift support and "normal" one?
Traditional 3D methods provide depth effects but have no awareness of the player's physical presence. HMDs like the Oculus Rift use the same sort of 3D output while also tracking head position and rotation to translate into an in-game result.