ببخشيد اينا را بايد جواب ميدادم .
با كدوم مبحث تكنيكي ومنبع دارين اين حرف را ميزنين ؟ 30 + 30 =60 به همين راحتي ؟ والا من زياد تو خط 3d نيستم ولي...............
اگه به حرف شما باشه بازي در حالت 2d بايد 60 فريم بده ؟ نگيد كه نه ؟ اين فرق داره ؟ و سازنده ها فقط خواستن 3d در 60 باشه و اينو در نظر گرفتن كه همه tv 3d دارن؟؟؟!!!
بازي كه در 2d با سطح جزئيات بالا 60 فريم باشه بنظرم كارش سختر از 3d بودنه .
من كه مطمئنم بازي همون 30 فريمه داره پردازش ميشه حالا اين تكنولوي 3d چطوره ما خبر نداريم .چون اگه بازي 60 فريم باشه و در حالت 3d اين فريم را تقسيم كنه بايد اينو تخمين زد كه بازي در حالت 2d در 60 فريم هست .
مظورمن در مورد فريم هاست ! اونايي كه ميگن عملا 60 فريمه بايد تو حالت 2D فريم 60 بده ما كه بيخبريم ببينم اينيكي خبر دارن ؟!
مجبور نیستی راجع به چیزی که یک ذره اطلاعات نداری و تحقیق نکردی انقدر با قاطعیت نظر بدی این لینکی رو که میدم بخون اگه مشکل زبان نداری تمام سئوالاتت رو جوای میده
http://www.eurogamer.net/articles/digitalfoundry-stereo-3d-article?page=2
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So while we expect to have something special cooking from within Sony R&D utilising the new HDMI protocols, 2D plus depth information probably wouldn't cut it, and crucially, the developers would have little control over how the final image would look. Looking at the HDMI spec, it doesn't seem as though many other options are available, but right there is the use of side-by-side rendering in both full and half modes. We've seen the half-mode in both Invincible Tiger and Avatar, but full side-by-side mode is something completely different, and much more exciting. This would have the PS3 working on the principles of a 2160x720 or 1280x1440 resolution - essentially two complete 720p frames working side-by-side, beamed over to the 3DTV at 60Hz, with the frame then split into two and sent to each eye.
This seems like a likely method for adoption within PS3 and it is borne out by the choice of games that Sony has demoed: WipEout HD runs at a minimum of 1280x1080 with its dynamic resolution in 1080p mode. Similarly, both Super Stardust HD and GT5 run natively at 1280x1080. The showcasing of these particular games suggests that there's horsepower left under the bonnet for a larger-than-720p framebuffer. The nature of stereoscopy itself means that the process of creating the discrete views for each eye needn't be too onerous: while two views need to be rendered, the actual differences between the frames are fairly slight thanks to our eyes being so close together: the frame is prepared once, with one command buffer, and then after it's used to generate the first image the buffer is patched with the other eye's projection matrix and it is rendered again. Compute-heavy stuff, such as shadowing, only needs to be generated one time.