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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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