NVIDIA Launches 3D Vision Surroundby Ryan Smith on June 29, 2010 9:00 AM EST
The Next Step: 3D
Moving on, NVIDIA’s ace in the hole here is clearly 3D Vision Surround, offering a feature that AMD is still months off from being able to match. By combining their existing 3D Vision technology with NVSLS NVIDIA can offer ultra-widescreen 3D, and having seen it in person at CES we’ll be the first to profess that it definitely looks impressive. With respect to 3D Vision there’s nothing new here – it’s just the same glasses now looking at more than 1 monitor – but it’s a natural extension of the technology.
For those of you interested in the nuts & bolts of how 3D Vision Surround will work, NVIDIA also released some additional technical details on the feature. With 3D Vision Surround NVIDIA is faced with a great deal of rendering to do: not only do they need to render a very large frame to cover 3 monitors, but then they need to render it again for the other eye. In doing this, they have taken an interesting approach to dividing up work – this image from their press kit pretty much says it all:
In short NVIDIA has opted to stick with Alternate Frame Rendering while at the same time having 1 GPU render both the left and right eye versions of any individual frame, rather than having each GPU work on each eye. It’s truly alternate frame rendering rather than alternate eye rendering. Under normal circumstances having the same GPU render two images in a row would increase input lag, but when it comes to 3D Vision there’ s no penalty since the second image represents the same gamestate as the first image, meaning the pre-rendered frame count isn’t actually higher as it would initially appear.
Meanwhile 3D Vision Surround also puts further restrictions on the hardware compared to NVIDIA Surround. A big difference will of course be performance due to rendering another image for the 3D effect, but there’s also a matter of monitors. For NVIDIA Surround the monitor requirements are analogous to Eyefinity: 3 monitors at the same resolution, refresh rate, and sync polarity. However for 3D Vision Surround, monitors must be more than similar: they must be identical. This is because 3D Vision is heavily reliant on V-sync timing to match up a frame with blocking the correct eye, and different monitors can have slightly different refresh timings even though they operate at the same refresh rate. As a result all 3 monitors must be the same to ensure they all refresh at the exact same moment.
|LCD Monitor Requirements|
|NVIDIA Surround||3D Vision Surround|
|Similar: Resolution, Sync, and 60hz Refresh Rate||Identical Monitors, 120hz Refresh Rate|
The other interesting quirk when it comes to 3D Vision Surround and monitors is portrait orientation. For NVIDIA Surround, NVIDIA holds parity with AMD straight down to the support of landscape and portrait orientations. But with 3D Vision, horizontal linear polarization comes in to play: because both the monitor and the glasses are polarized for glare reduction and image blocking respectively, they have to be properly aligned. Anyone who has tilted their head when viewing 3D through a linear system has seen what happens if the screen and glasses are not aligned: the polarization blocks the entire image. As a result 3D Vision Surround is not currently usable in portrait mode when used in conjunction with an LCD monitor – only projectors are supported.
Last but not least, there’s a matter of software. While NVIDIA is 9 months behind AMD overall when it comes to triple-monitor gaming, they’re starting off in a better position than AMD did. It wasn’t until March of this year that AMD delivered on bezel correction for Eyefinity, meanwhile NVIDIA is launching with it today. Even on this timeline NVIDIA is still behind AMD, but with this taken in to account they’re not as far back as it would first appear. Grouping groupies may be disappointed however – while we don’t have the software in hand to confirm this, it doesn’t look like NVIDIA has any monitor grouping features at this time.
Without the software in hand there’s not much more we can say about NVIDIA Surround and 3D Vision Surround at this time. We are of course interested in the performance of NVIDIA’s solution, not only in comparison to AMD’s Eyefinity, but also comparing the GTX 200 series to the GTX 400 series and seeing the performance hit to moving to 3D Vision Surround from NVIDIA Surround modes. Teething issues will also bear watching as this is NVIDIA’s first beta driver : we already know GTX 200 series 3-way SLI isn’t supported, and that anti-aliasing modes above 2x on 3D Vision Surround are also unsupported – both things we would hope to see NVIDIA fix down the line.
Perhaps the best news for the moment though is that this should help to further legitimize the concept of triple-display gaming with game developers. While it’s not a difficult technology to work with, having only 1 GPU manufacturer support it made it yet another manufacturer-specific feature. With NVIDIA on board this will provide further incentive for developers to take the technology in to consideration. Since the biggest thorn in the side triple-display gaming continues to be the lack of proper aspect ratio support, any progress here in converting developers will be of benefit for both sides.
In the meantime stay tuned for our full review of NVIDIA’s 3D Vision Surround later this month.
Post Your CommentPlease log in or sign up to comment.
View All Comments
B3an - Sunday, July 4, 2010 - linkIt's not the type of panel tech that has input lag anyway, it's more to do with the electronics used to convert the signal.
Personally i'd never use a TN panel for anything. Utter sh*te.
Leo V - Tuesday, June 29, 2010 - linkAmen! Even scrolling at 60Hz gives me a headache.
I am as mad as hell - Wednesday, June 30, 2010 - linkIPS and fast refresh rate needed for 3D shutter tech don't mix!
IPS panels can't refresh fast enough without causing major ghosting issues in 3D
Sorry to shatter your dreams for now.
electroju - Thursday, July 1, 2010 - link""Same boat here. Give me high resolution 120Hz IPS LCD please. I can't upgrade my display in good conscience until then. ""
Like others have said. That will not happen because of how IPS panels works. Another panel type is ASV from Sharp. It is said it is capable of fast response times and wide viewing angles or a replacement for IPS. I have not check out any ASV type of LCD panel yet. The ASV panel is used mainly for TV, but it should be able to use for computers too. I guess the market has not yet turn on the light bulb when there is a better technology out there. Though Sony sign a contract with Sharp, so Sony could be using ASV panels for their new TV.
Call me old fashion or just smart, but I prefer to use CRT. I dislike LCD for just about anything.
Aezay - Friday, July 2, 2010 - linkI'm hoping that OLED will fix all of these problems, by having better stats than both TN and IPS/PVA.
cactusdog - Wednesday, June 30, 2010 - linkYAY!! Lets spend a couple of thousand dollars on graphics cards and monitors so we can play the latest games at 30 FPS!!!!
Rick83 - Tuesday, June 29, 2010 - linkI've been missing playing Lock-On in dual screen mode (yes, it broke a few things in the tutorials), as I could back inthe WinXP days...
Luckily AMD went ahead and brought multiscreening back to Vista, and forced nVidia to follow suit...
Only took 4 years to raise this feature from the dead -.-
Rick83 - Tuesday, June 29, 2010 - linkActually, having installed the driver (x64 on server 2008) I cannot seem to find the relevant settings. I only have a single GTX260 though - still with two monitors attached it should offer me some kind of surround option?
Rick83 - Tuesday, June 29, 2010 - linkSo it seems this caters to the SLI crowd only - rendering across two screens (in full-screen mode) is still a big nono.
For shame nVidia, for shame....
Rick83 - Wednesday, June 30, 2010 - linkAnd I got the confirmation from nvidia...