View Full Version : Nvidia 3d vision + prop.

Clock Loop
11-09-2010, 08:04 AM
Nvidia 3d vision + prop.

I noticed the glasses and ir transmitter combo has usb, and an alternate 3d sync input that comes from a HD3D tv.

Since the prop can output video to tv's, and to lcd's etc...
Does anyone know the signal format behind the alternate sync input signal?
I would imagine some low frame rate, mono color 3d could be had with these glasses and the ir transmitter with a prop. The prop could do left right perspective for generated menus and what not?

11-09-2010, 01:18 PM
AFAIK is just a pulse every frame, so the shutters will well shutter ? :)

Graham Stabler
11-09-2010, 01:58 PM
Some of them have three wires if I remember correctly so perhaps one for left, one for right and a ground.

The issue is that to avoid flicker you need a high frame rate.


11-09-2010, 02:02 PM
The glasses I have are three wire types. Shutters L & R, and ground.

They are older "crystal eyes" type, seen in the mid to late 90's.

30Hz is considered the minimum people can tolerate.

Clock Loop
11-09-2010, 07:55 PM
The issue is that to avoid flicker you need a high frame rate.


The idea here is to get close, flicker will happen with the prop due to limited lcd output and tv output rate and resolution. ?OLED?

Even when you run the 120hz monitors with a game that can actually push 120 fps, you will still see slight flicker, and this will cause very minor vertigo and minor eye strain... at first. You can also see ghosting with high end systems, that can push 120 fps.

This tech isn't perfect yet.

11-09-2010, 08:25 PM
The crystal eyes work well at 60 Hz per eye and with SGI machines :). But there is only one IR emitter, and three cables: one +5 or +12V, GND and signal, there aren't ?