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CRYTEK © 2010 Crytek GmbH BRINGING STEREO TO CONSOLES Nicolas Schulz, R&D Graphics Engineer GDC Europe 2010, AAA Stereo-3D in CryENGINE
CRYTEK © 2010 Crytek GmbH CHALLENGES Stereo Image Generation Stereo Output Memory 2
CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Rendering twice? 60Hz game If 30Hz in stereo is fine, perfect Dramatically reduced quality Lower resolution, less details, disabling effects, etc. No feasible option for us 3
CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Screen Space Reprojection Fully gather-based, no warped grid or point splatting Works in single-pass pixel shader Reproject pixel into space of left/right eye cameras Done in screen space by computing offset based on pixel depth and stereo parameters Resample backbuffer with bilinear filtering 4
CRYTEK © 2010 Crytek GmbH STEREO IMAGE GENERATION Screen Space Reprojection Works surprisingly well with sensible stereo strength Great quality with positive parallax No major image artifacts for opaque objects Transparent objects look acceptable Slight stretching at screen edges (easy to overcome) Works with negative parallax (objects coming out) Artifacts at depth discontinuities where parallax direction changes Artifacts can be reduced by smoothing out depth and similar approaches 5
CRYTEK © 2010 Crytek GmbH STEREO OUTPUT Outputting left/right eye images Native HDMI 1.4 support on PS3 Currently no native stereo support on 360 Use frame-compatible formats (side-by-side, line interlaced, etc.) Encode output format in a final pass Dashboard will look broken 6
CRYTEK © 2010 Crytek GmbH MEMORY Memory overhead for left/right buffers Reuse existing render targets Change texture descriptor if required Use render target memory pool Automatic allocation and deallocation of RTs based on usage in pipeline 7
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