Originally Posted by 'Molt',index.php?page=Thread&postID=168834#post168 834
One thing worth remembering is that this won't work well for multiboxing, each display'll have it's own perspective and the brain won't like having six diifferent perspectives messing up things, at best it'll look like each of the characters is in their own artificially foreshortened box.. the normal 3d problem of the screen having a different a different perspective to the real-world is bad enough but give it five display regions and watch the brain trickle slowly out of your nose.
With regard to what happens when looking at a normal flatscreen 60Hz display in 120Hz goggles- the answer is not much, if anything it dims it a little. What's actually happening is you're just seeing the one frame either first through one eye then through the other (if the goggles sync with the display properly- not guaranteed), or through one eye, then the other, then back to the first for a moment before the frame switched. An old CRT viewed through this could be curious though, it may well make the point where the raster scan operation was very obvious- may have to have a play with that.
Personally I'm going to leave this technology alone at playtime for now. Whilst the problem of getting viable 3d displays working with games is a lot easier than it is with film it is still the case that most of the programmers won't really understand the requirements of making psychologically-acceptable 3d where the separation between the two virtual cameras is right based on the content to avoid either nullifying the 3d effect or making massive things look tiny, things don't appear too close to the camera and break the effect, and a number of other things.
This is ignoring also the fact that a lot of modern games use billboard techniques as imposters and they won't work- you're not looking at a lot of individually rendered blades of grass, you're looking at a much lower number of flat billboards with multiple blades of grass rendered on them; you're not looking at true smoke or fire, you're looking at a lot of flat billboards with a smoothly-faded blurred shapes on them. These kind of tricks work well in the forced-perspective of a single view but would rapidly start to break down in a stereoscopic environment as the edges either get quite obvious or the entire thing looks flat. Getting rid of these and replacing them with actual geometry/volumetrics is going to cost a lot of GPU power.