new thread for new news?Maybe not the right place for this, but you can snap an image of a magic eye photo and then go into the camera app and adjust it with the circle pad to see the 3D image within. Now I just need a time machine.
new thread for new news?
edit: doesn't work that well for me
The leap in audio quality is quite apparent. A good demonstration would be Ace Combat Assault Horizon Legacy and its orchestral tracks.
Headphone usage improves the battery life of the 3DS as well right?
Alright 3DS technical GAF. As someone who was busy a lot last year and didn't pay much attention to the system technically or otherwise I've always been confused on the 3d angle.
I see people refer to the 3DS resolution top screen wise as 800x240, but why did I think it was 400x240? Can someone really lay this out for me as I assume it has to do with the parallax barrier and the 3d.
I'd also be interested to know how much space games like OOT, 3M3DL, and MK7 set aside on the carts for sound files. I know the 3DS is using larger carts than on the DS, but it makes me wonder how much of that is just for the larger graphical assests verses getting extra space for higher quality sound especially with a decent sound chip in the device. I still maintain the bigger block with the DS sound was the fact that sound usually got last priority on the carts and companies wanted smaller carts for cost saving measures. This meant no way were they stepping up to a larger just for sound. Not that the DS had an amazing hardware setup for sound or anything though.
I'm actually rather impressed with the 3DS sound wise from a lot of the bigger post launch games at least from what I've heard using my Grados. I just got the Zelda bundle the day after Xmas so my time with the system hasn't been a ton yet.
800x240 is the total physical resolution of the screen. 400x240 is the effective resolution that you actually see; either for each eye in 3D mode or due to the forced pixel doubling in 2D mode. That being said, it the real resolution that counts when it comes to the actual rendering. Many games also enable 2x1 Super Sampling AA in their 2D modes too, so they still render at 800x240 internally.
This is impossible to tell without looking directly into the games' cart image files. Whilst the homebrew community has developed 3DS game image browsers, all the content within the image files are heavily encrypted so I have no idea if we can tell what is what yet. I'll look into it.
Edit: A quick check of the systems file formats suggest that we probably can not. Since I can't rip carts myself, I can't really check myself without doing some shady against ToS business, which I'm not going to do.
What's the forced pixel doubling? I know games like OOT tried to add the SSAA in 2d mode, but I'm not up on the forced pixel doubling.
Also if you see 400x240 per eye how is his different than looking at a regular lcd screen in 2d? Are your two eyes seeing the full resolution in each eye for a normal 2d screen?
Is it 400x240 per layer which each eye sees a different layer? Would this mean in 2d mode you'd just be seeing 400x240 because you'd just be seeing one layer? (My knowledge of parallax barrier stuff is limited ).
Also it's cool about the sound file info. It was more a general comment as I feel like one of the biggest things hampering good sound is just the fact that we get really tiny file space to squeeze all the sound in a lot of times. That usually leads to sub par results irregardless of how good the actually sound hardware is in the device.
Thanks in advance!!!
3D isn't mandatory, so yes, developers are free to make 2D games on 3DS. But I think clever devs will find ways to do 3D without rendering the whole scenes twice over time, anyway.I know Nintendo will want 3D games but wouldn't it be possible to produce games that are not 3D and thus have the ability to use all of the power for a game?
They could then promote 3DS as the true successor to the DS even though some people still think of it as a sidestep.
Best handheld console I've ever owned.
What's the forced pixel doubling? I know games like OOT tried to add the SSAA in 2d mode, but I'm not up on the forced pixel doubling.
Also if you see 400x240 per eye how is his different than looking at a regular lcd screen in 2d? Are your two eyes seeing the full resolution in each eye for a normal 2d screen?
Is it 400x240 per layer which each eye sees a different layer? Would this mean in 2d mode you'd just be seeing 400x240 because you'd just be seeing one layer? (My knowledge of parallax barrier stuff is limited ).
enjoy new set of RE:R pics
http://nintendoeverything.com/80653...ations-screenshots-12/?pid=19414&pageid=80653
The lighting in this shot is pretty sweet.
I wonder if it's baked or realtime.
If this is old news don't make fun of me because I haven't kept up much on this.
How is the copyright protection on the 3DS? Has it been cracked and massively exploited like the DS?
Valid question. No the 3DS hasn't been hacked yet. From what I can tell, the community isn't even close to doing so yet.
For what it's worth the 3DS has some very sophisticated and thorough security measures built in. If the hackers are ever going to break in, it's going to be because Nintendo overlooked one insignificant detail or made one little mistake rather then any sort of easy to break fundamental flaw. Right now, no ones found anything of the sort or if they have, they haven't gone public yet.
Valid question. No the 3DS hasn't been hacked yet. From what I can tell, the community isn't even close to doing so yet.
For what it's worth the 3DS has some very sophisticated and thorough security measures built in. If the hackers are ever going to break in, it's going to be because Nintendo overlooked one insignificant detail or made one little mistake rather then any sort of easy to break fundamental flaw. Right now, no ones found anything of the sort or if they have, they haven't gone public yet.
I remember when everyone laughed at Nintendo for their confidence in the 3DS' anti-piracy measures.
Mind you that's just my view point on the matter. I'm hardly the worlds best programmer (actually I pretty much suck at it) so I don't fully understand everything I spotted and maybe I'm a little off in my observation. Take what I say with a little bit of salt.
I wonder if it's baked or realtime.
At the same time some other shots demonstrate strong specular over (portions of) the environment. Baking is not an option for those surfaces.On the environment? Baked. On Jill? Probably a dynamic shader based on a single nearest light source designed to mimic the nearby environmental lighting, but would need to see in motion to be sure.
800x240 is the total physical resolution of the screen. 400x240 is the effective resolution that you actually see; either for each eye in 3D mode or due to the forced pixel doubling in 2D mode. That being said, it the real resolution that counts when it comes to the actual rendering. Many games also enable 2x1 Super Sampling AA in their 2D modes too, so they still render at 800x240 internally.
Last time I checked in they had dumped the NAND and were in the process of decrypting the firmware which would in the process of doing so teach them how to spoof or bypass the security checks of the 3DS's DRM. That reminds me. isn't this about the time of year that fail0verflow comes out and reveals their latest hacks?
At the same time some other shots demonstrate strong specular over (portions of) the environment. Baking is not an option for those surfaces.
Re that particular Jill shot - I'd say two sources minimum.
True. In theory, you can even bake a portion of the specular equation (the light_pos - surface_pos term) but I'm not sure you'd gain anything performance-wise from fetching that from a tex versus just passing it to the alu. Specular does not really compare in computational complexity to diffuse radiosity.You can bake every other component though, look those components up and then compute your specular. If the specular is dynamic I suppose you could call the environmental lighting 'semi baked'
Normally, in immediate shading (i.e. non-deferred), you'd use shaders that handle up to N sources, and then make sure you pick the most prominent N (or less) sources that affect the given surface at each moment. IOW, the scene as a whole can have more than N sources overall.Maybe, yeah, there's one particularly dominant one to the left, but there could be others. I wonder if they're generated and inserted at run time depending on other things happening in the scene or if they're predetermined. Well, doesn't really matter as long as it works.
Specular requires information about the light direction/position to be baked, which is not trivial. The only ways I know can only store one vector, either on a 2nd lightmap or per vertex, but it result in strange results in surfaces lit by more than one light. I'm also not sure if the 3DS GPU is flexible enough to use those methods, and based on RE:M and the RE:R demo, I say specular is done by real-time lighs, since the hardware provides them.You can bake every other component though, look those components up and then compute your specular. If the specular is dynamic I suppose you could call the environmental lighting 'semi baked'
Maybe, yeah, there's one particularly dominant one to the left, but there could be others. I wonder if they're generated and inserted at run time depending on other things happening in the scene or if they're predetermined. Well, doesn't really matter as long as it works.
Specular requires information about the light direction/position to be baked, which is not trivial.
Not the position but the light direction (i.e. light_pos - surface_pos). But as M3d10n noted, you'd need that for every participating light source, and those cannot move, apparently. Or more precisely, the relative positioning of the light source vis-a-vis the surface cannot change.I wasn't imagining baking light-source info into the texture, was thinking it would be kept separately - just baking the results of the other components. Though blu's post suggests that maybe you can put light position into the texture. I'm sure they're doing whichever way makes most sense.
Did anyone find what CTR stood for?
Either Can't Touch Retro, or Centaur.Did anyone find what CTR stood for?
I don't think so. Unlike RVL (Revolution), DOL (Dolphin) or NTR (Nitro), CTR supposedly isn't even an abbreviation of the codename. The 3DS codename was "Horizon", supposedly.Did anyone find what CTR stood for?
I don't think so. Unlike RVL (Revolution), DOL (Dolphin) or NTR (Nitro), CTR supposedly isn't even an abbreviation of the codename. The 3DS codename was "Horizon", supposedly.
Not the position but the light direction (i.e. light_pos - surface_pos). But as M3d10n noted, you'd need that for every participating light source, and those cannot move, apparently. Or more precisely, the relative positioning of the light source vis-a-vis the surface cannot change.
Nice, although you could go as far as 1bit/light and do slight blur/PCF in pixelshder to get decent shadows and fit more of them into a single texture..Bioshock did something interesting: the lights were real-time but the shadows were baked into the lightmap (instead of combined incoming light color). Each channel (RGBA) encoded a pre-baked shadow mask for one light, so each surface could be lit by four lights at once. The level was preprocessed to build a list of lights for each surface. This is why it looked so different from other UE games at the time (when the lights are real time you get full quality specular highlights). I think something similar can be done in the 3DS.
I don't think so. Unlike RVL (Revolution), DOL (Dolphin) or NTR (Nitro), CTR supposedly isn't even an abbreviation of the codename. The 3DS codename was "Horizon", supposedly.
COuld this new handheld produce graphics exactly like kirbys epic yarn or donkey kong country returns without downgrading the games?
Is anyone else having lingering effects from the 3D affect their vision?
I bought a 3DS on Saturday. I've used it maybe 4 to 5 hours a day since then, mostly with the 3D turned on.
I noticed last night that I'm starting to see "3D" things on my regular laptop display. Like for example if I look at several rows of text sometimes they briefly appear to be on different planes. One row of text will appear to be recessed, etc. It seems to especially happen when looking at windows with dark borders or drop shadows. It's a little concerning, enough to where I might leave the 3D stuff on my 3DS turned off for the time being.