Super Stardust 3D: 720p120 confirmed
Digital Foundry and Housemarque on 3D.
Last Saturday, Digital Foundry took a look at the 3D gaming potential soon to be unlocked by a new system upgrade for the PlayStation 3. We talked about what was out there already, discussed Ubisoft's Avatar and the performance levels of current 3D titles, and suggested that Sony was planning something more technologically advanced than what we've seen in the current implementations of 3D games - something that justified the upcoming firmware upgrade.
Our theory? It made sense that the PS3 upgrade would facilitate support for the new 3D protocols in the HDMI 1.4 standard, specifically the provision for full resolution 3D - basically a double-height, or double-width framebuffer. Thanks to an assist from SCEE, Digital Foundry had the chance to pose a few questions to the Housemarque Super Stardust HD tech team: engine lead Seppo Halonen and creative director Harri Tikkanen.
The answers are hugely enlightening, revealing that Sony's stereoscopic 3D system is indeed based on the notion of full 720p resolution, unlike the current 3D games released to date. This is hugely significant, confirming that the new version of Super Stardust HD is effectively running at a native resolution of full 720p at a staggering 120 frames per second (60 for each eye). We're talking about something not just based on low-resolution buffers as in Invincible Tiger and Avatar, but something new, exciting and a whole lot more challenging to achieve: a true technical leap, and a definite unique selling point for the Sony platform.
Digital Foundry: Can you give us some idea of the re-engineering you had to do to Super Stardust HD in order to support 3D?
Seppo Halonen: For the first thing, we took SSHD and made it use the current revision of our game engine with over a year of additional development. As the engine is highly modular it was mainly a matter of adding stereoscopic cameras and configuring the engine to render everything twice. That was of course just the beginning: after that we had to optimise a lot, as we now had 8.3ms instead of 16.7ms to render a frame. Luckily we had 50 per cent of the SPU power left, so we tapped into that. The current version of the game heavily pre-processes the data that goes to RSX to make sure it can chew through it as quickly as possible.
Digital Foundry: What's the general principle behind your interpretation of 3D? Two lower-resolution frames incorporated into the PS3's 60Hz playback, or something more advanced? Is there support for 1080p?
Seppo Halonen: We render two full-resolution 720p frames with identical content compared to standard mode. Doubling the rendering is quite a challenge in itself to begin with, and we are happy with current 720p 60FPS stereo mode.
Digital Foundry: What are the main challenges of stereoscopic 3D - are you bound by pixel shaders, vertex shaders, drawcalls?
Seppo Halonen: It depends entirely on the game, and even different parts of a game are going to be bound by different things. For SSHD it was mainly drawcalls and polygons - we have lots of objects with lots of polygons and massive particle effects. I solved the issue by moving vertex processing from GPU to SPU and merging as many objects as possible to one drawcall. Previously every asteroid chunk and every enemy was in a separate drawcall; in the stereo version they go out in a few fell swoops.
Digital Foundry: Is support for 3D going to be a consideration for all your future PS3 games?
Harri Tikkanen: Some games lend themselves better to 3D than others, so we will make the decision on a game by game basis.
Want to know more about the origins of Housemarque's Super Stardust HD? Check out the Digital Foundry tech retrospective for an in-depth account on the development of what remains one of the best shooters of the current console generation.
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Comments (39) 2 years ago
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Unless they find the holy grail that lets them render a game like Uncharted at 120fps in decent resolutions, that simply won't happen.
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Especially the reduction of drawcalls for each asteroid down to as few as possible and doing them all at once. Also, moving stuff from the GPU to SPU seems to be the way forward with the PS3 to get as much bang for your buck as you possibly can.
I am actually quite excited to see this in action. I assume it will be an update to the existing game and not another purchase from PSN?
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You can make anything render at 120fps if the scene isn't complex. Let's wait and see what the game actually looks like in 3D, eh?
Not to be a dick or anything but I think it'll <a href="http://www .youtube.com/watch?v=sB1_buPp8eI">look like this</a href="">, but in 3D, ya know?
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Where's the 4D, Sony?
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60hz (30fps/eye) 3D with shutter specs just doesn't work out. It isn't fast enough to 'fool' the brain it's seeing a continuous and 3-dimensional image. The affect causes motion sickness, headaches and even seizures.
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But isn't it enough that the screen just shows the image in 60/120 hz while the source is just 30fps (showing each rendered frame twice on the screen)?
I'm pretty sure that the Avatar movie isn't running in 60fps...
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Actual facts will set you freeeeeeeeeeeeeeeeeee............................
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Can't claim to know why 60fps stereoscopic vision doesn't work, but I'd guess it's to do with each eye seeing an image for 1/60th of a second and then nothing for the next 1/60th that causes the problem.
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True. Though the limited scope of the chosen gameplay model plays a big role in that. I wish more developers would think that way rather than just trying to one-up each other with games that try to include all gameplay types, jet master none and stuttering graphics engines.
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Yes, but that doesn't mean you cannot have slow games running in 3d. You can have a still image and have it displayed 120hz (60frames per eye). The shutter speed does not directly correlate to content speed, same frames can be served until the next frame is ready, high speed shutter surely helps get rid of such bad effects. Still, I think they wouldn't be able to get uncharted to run at 30fps per both eyes, ever, without seriously dumbing down the visuals.
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Ok, I see what was being asked. Sure, you can have slow frames/fast refresh, but 30fps 3D games still exhibit noticeable stuttering and cause motion sickness in many people. If you're going to trick your brain, you have to do it right or it makes you pay!
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best sentence i've read on the interweb all week. i shall apply this to my drinking habits
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Is this just the most misleading statement in recent history or what?
Harri Tikkanen explains that they had to optimise the game to run at 720p in 120 frames and generate the sterioscopic views etc. etc. This has zero to do with Sony or the PS3 in terms of technical achievement. It's the same thing the bloomin' Nvidia 3D vision drivers do and requires a 120hz monitor or TV. So unless the unique selling point for the PS3 is going to be that people need to now upgrade their TVs to a 120hz screen and get active shutter glasses and an infrared Wii style sensor bar add on, then good luck selling that one!
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The lower resolution... the original game ran in 1080p native.
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I'm happy to wait for PS4 for 720p/1080p 3D in complex games, however.
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With no double/triple buffering? Beano's explanation rings truer - I'd forgotten about the game's original res.
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Please Richard or someone here explain this to me? I'm genuinely interested. Rather than negging penhelion couldn't someone have just explained why it's unique?
The way I see it this is mostly about pumping out enough FPS, either 1080p/120fps or 720p/120fps. As evoga just mentioned, you can't firmware upgrade to HDMI 1.4 so they are just outputting the frames in the standards set out by 1.4.
So whats to stop Gravity Wars 2 being rejigged to 720/120fps on the 360? There isn't any fanboyism going on here, I'm just technically inquisitive.
If it's a bandwidth thing then I'm pretty sure that at the very least the 360 could handle 720p/120fps (not that MS give a crap at the moment.)
It just sounds like they're promoting this firmware as some magical switch when it doesn't sound like its doing that much at all.
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Avatar the game works with a number of those 3D schemes already using 1.1. 3D TVs are happy to accept that and dish out a 3D signal. So as I said before, whats to stop GW2 from outputting 720p/120fps in a 3D format. I'm pretty sure hdmi 1.4, firmware upgrades, or a PS3 are necessary??
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good times.