May 2011 Presented by Damir Slogar. - Increase player immersion - Make game actions and features easier - Allow development of new type of games.

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Presentation transcript:

May 2011 Presented by Damir Slogar

- Increase player immersion - Make game actions and features easier - Allow development of new type of games

- S3D in game design still an afterthought - S3D in game design still an afterthought - Excluding AR games, PS3 and 3DS dont have S3D titles that wouldnt work equally well without S3D - Short terms changes are not expected due to low S3D adoption rate, state of technology and various technical issues

- Less CPU/GPU time – each scene takes almost twice to render - Less CPU/GPU time – each scene takes almost twice to render - Many tricks wont work anymore - Billboards - Special effects (explosion, smoke…) - DoF - Crosshair

Example 1 (Dark Incursion) - Increases visual experience Example 2 (Thumpies) - Improves the quality of an action or feature Example 3 (Burn The Rope 3D) - Makes S3D core component of the gameplay