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There are plenty of ways to add stereoscopic 3D to your game. The hard part is doing it get faster 3D with stereoscopic reprojection
without having to fully render any given scene twice and killing your frame rate. In this article,
I’ll explain how we designed RATCHET & CLANK: ALL 4 ONE’S stereo reprojection system to produce
attractive 3D visuals without sacrificing performance. I first became aware of stereo reprojection
when Crytek announced stereo support for CRYSIS 2. At the time, we at Insomniac were just
beginning to plan stereo support for RATCHET & CLANK: ALL 4 ONE, and the prospect of having a
stereo solution that added very little to frame time was quite appealing. The frustrating bit
for us was that Crytek gave only the slightest of hints as to how its implementation worked.
Clearly it used a pixel shader to gather pixels, and there was a tantalizing mention of bilinear
filtering, but not a lot of details. Thus began our quest to make our own version of stereo
reprojection. While I did not quite get the performance Crytek described, we delivered what we
needed to ship the game, we added some new features, and our results look quite good. >>>
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