It's like the "eyes" are too far apart or something. Not the actual image but the 3D representation of it. QuoteIt's neat, but MAN is the FOV high! Unrealistically so. If any of you are interested in trying this out, here it is (make sure that you read the readme file):Īs much as I enjoy bashing KQ8, I have to admit that it's incredible in stereoscopic 3D. I'm planning that soon I'll make a full-featured modification with more modes. Since this modification of OpenGlide is only a prototype, I've only added support for cross-view and row interleaved modes. I have a 3D monitor that uses circularly polarized glasses and row interleaving, so I can play it in 3D using the row interleaved modes I've added. This is just for preview purposes for a good effect, you need a 3D display. To view these screenshots in 3D, cross your eyes. Here are some screenshots of KQ8 in stereoscopic 3D with this wrapper: This allows you to, for example, play KQ8 in 1440x1080 resolution. (In fact, because of how poorly written KQ8's game engine is, most Glide wrappers don't work with KQ8 at all.)Īnother feature that I added is resolution overriding. It worked, although there are technical issues that you have to deal with, which are related to OpenGlide, not the 3D. I then tried it with King's Quest: Mask of Eternity. I tried it with Space Haste, and it worked perfectly. Within just a few days, I was able to do that. A few weeks ago, I downloaded the source code for the open source Glide wrapper OpenGlide and started working with it.Īlthough my primary intention was, at first, to see if I could get it to compile, I had another intention:Īdding the ability for it to render in stereoscopic 3D (in the same way that the stereo drivers by iZ3D and Tridef do).
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