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FPSLabs Home: eMagin Z800 3DVisor

By: Thomas Gribble - Published July 27, 2006 at 2:51 AM EDT - Writer Archive
Starting from the top of the list, F.E.A.R in stereovision offers quite an interesting experience. The graphical appearance of the game, astounding in its own right, is seemingly enhanced when using stereovision. Instead of seeing the images on the screen move and look realistic, you actually feel like you are there holding the weapons due to the fact that they appear to be closer to you than normal objects. When running the benchmarking utility built in to F.E.A.R, the most enhanced effects appeared to be the debris flying off of objects that have been shot, and the explosion/fire sequence at the end. However, when playing the game in a real world scenario, we noticed one big problem with stereovision. It seems as though the crosshair, probably the most integral part of any first person shooter, was stuck in the 2D realm and, accordingly, was rendered twice on the screen, creating an off-centered, blurry, double-vision affect. This was extremely irritating when the time game to attack enemies and we were uncertain as to which crosshair should be utilized. In F.E.A.R, the objects that are projected from the screen are the weapon graphics/animations and the HUD, in addition to a few minor special effects.

In Counter-Strike: Source, we saw very much the same thing that we saw in F.E.A.R. In spite of being an ‘older’ game, CS:S is still pretty visually impressive, and this is enhanced by stereovision. We believe that the ability of the OLEDs that eMagin uses in the 3DVisor to produce extremely rich color is what truly makes the stereovision effect shine. However, we experienced the same problem with the crosshair on CS:S as we did in F.E.A.R. In Counter-Strike 1.6 there were only very minor changes in the appearance of the game. Perhaps the only thing that changed was the weapons and HUD, and the crosshair problem persisted.

Call of Duty 2 was easily the best implementation of stereovision that we encountered in our tests. It seemed like everything in CoD2 was popping out of the screen when we ran by, and shrapnel and other debris came flying at us very realistically. However, the problem with the mirrored crosshair remained apparent in this game.

Oblivion was the only non-first person shooter we were able to use the device with, a circumstance we truly regret. After playing Oblivion in stereovision, even though the augmented effects are somewhat less than stunning (due to graphics quality sacrifices that must be made), it became apparent that the true calling of stereovision and even motion tracking lies in games that are not first person shooters. We can only imagine what the effect of stereovision would be like in a detailed racing game like Need for Speed Most Wanted. In fact, we might have to out and buy that game just to get the experience.

Quake 4 was the only game we played that seemed to seamlessly integrate the stereovision effect into normal gameplay. In Quake 4, the weapon, HUD, and even rocket entrails seemed to be presented in full stereovision. The best part of Quake 4 in stereovision, however, is that the crosshair was not mirrored and off-centered like it was in the other first person shooters we tested.

Continued (9/10) »

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