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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. |



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