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LG Optimus 3D vs Nintendo 3DS in 3D display destruction derby

(Philip Lelyveld comment: This article evaluates how the two devices would perform during game play.  With caveats, the reporter likes them both.)

There’s this little thing that’s pretty big in tech at the moment. 3D — perhaps you’ve heard of it? We’ve gone way beyond the geeky specs 3D of last year, and now all the coolest upcoming gadgets are sporting glasses-free 3D technology.

The Nintendo 3DS was the device that started it all, but now LG is showing off the world’s first 3D smart phone, the LG Optimus 3D. We’ve gone hands- and eyes-on with both devices, but which one packs better 3D tech?

Science!

Both the 3DS and the Optimus 3D display their three-dimensional magic using something called a parallax barrier. That’s a slim extra layer on top of the display covered in tiny slits, which means light projected out the gadget’s screen is split into two separate paths of light.

Effectively these displays are showing two images at once. Line your peepers up with those beams of light, and you’ll get a stereoscopic image, without having to wear any dorky glasses.

The downside is you do have to keep your eyes locked in that rather specific spot. If your head leaves the sweet spot, the illusion vanishes faster than a bunch of tech journalists when it’s time to settle the bar tab.

Hit the spot

Having used both devices, we reckon the 3DS is more generous when it comes to that sweet spot. You’re not to going to fit more than one person around the console enjoying the 3D effect, but you can tilt the 3DS a good inch or so to the left or right without breaking the spell. The Optimus 3D’s sweet spot is very tight, and moving your head (or the phone) just a little will turn the 3D image into a blurry mess.

That’s more of a problem for the Optimus 3D, and here’s why: loads of mobile games use a smart phone’s built-in accelerometer to control the action, so you tilt the phone itself to affect what happens on-screen. But tilting the Optimus 3D even a little will break the 3D effect. Hardly ideal.

The 3DS has an accelerometer too, and we know there are games coming out that use it, and we imagine these titles will suffer from the same problem. But the 3DS crucially is controlled mostly through buttons, or through the lower touchscreen panel, meaning most games won’t require you to jig the console itself around very much.

Strong contenders

We’ve been blown away by the 3D effect on both devices. 3D content effectively halves the resolution of whatever’s on screen (because the maximum potential resolution is divided between each eye) but everything we saw still looked pleasingly sharp and bright.

The depth of the effect is extremely impressive, with objects in the foreground seemingly popping out of the screen, and background objects genuinely feeling much further away. It’s great fun, and both devices handle the effect with aplomb.

Neither sacrifice 2D imaging either — the standard Android menu on the Optimus 3D isn’t in 3D, but it doesn’t suffer from having a 3D-capable display, looking bright and sharp at all times. The 3DS has a slider control to the right of the top panel that lets you dial down the 3D effect (or turn it up), which is impressive, and means you can switch to 2D whenever you want without having to go through loads of menus. Games played on the Optimus 3D have an on-screen slider that serves the same purpose.

Deeper than 3D

So in terms of just 3D, we reckon the 3DS has the Optimus 3D beat. Just. But there are a tonne of other great things about the Optimus 3D — it’s a powerful Android phone for cryin’ out loud!

It’s got calls, a powerful Web browser with Flash support, access to the Android Market — where you can download thousands of dirt cheap (or free) games — and it has two 5-megapixel cameras for taking 3D photos, or capturing 3D footage in 720p. Videos can be uploaded to YouTube’s 3D channel, and to top it all off there’s a dual-core processor under the hood for running intensive apps and games.

But that has to be balanced against what’s sure to be a bumped-up price. If you want a supremely capable smart phone and have the cash to spare, the Optimus 3D brings the 3D funtimes admirably. If you want to enjoy 3D a little more affordably, the 3DS might have fewer features, but we know it’s still going to be incredibly enjoyable — you almost certainly won’t get Mario Kart, Zelda and Pilotwings on the LG.

View the original post here: http://crave.cnet.co.uk/mobiles/lg-optimus-3d-vs-nintendo-3ds-in-3d-display-destruction-derby-50002793/

LEGO Pirates of Caribbean in 3D for Nintendo 3DS

Captain Jack Sparrow and his band of pirates will bound into 3D action with LEGO® Pirates of the Caribbean: The Video Game for the Nintendo 3DS™ hand-held system in May 2011. Published by Disney Interactive Studios and developed by TT Games, the Nintendo 3DS version will bring the LEGO Pirates world to life with vivid 3D in the palms of players’ hands. The game will include unique features such as “Pirate Duel,” a chance encounter system, as well as high resolution graphics and support for Play Coins.

“The Nintendo 3DS lets players experience a LEGO game like never before, and allows us to add new depth to the Pirates of the Caribbean universe,” said Adam Sussman, senior vice president of publishing, Disney Interactive Studios. “The game incorporates new features such as the Pirate Duel system and high resolution 3D effects to deliver fun and clever gameplay that fans of the LEGO series expect.”

LEGO Pirates of the Caribbean: The Video Game re-creates the action, adventure and memorable moments of the Pirates of the Caribbean mythology in LEGO form, incorporating the humor of LEGO minifigures and fantastic worlds built from LEGO bricks. Players can take on the roles of more than 70 characters and experience the pirate adventures, irreverent humor and amazing creatures of the Pirates of the Caribbean films through action-adventure gameplay and quirky LEGO cut scenes. Throughout the game, players also have the freedom to explore environments from the highly acclaimed movie series.

LEGO: Pirates of the Caribbean The Video Game will be released on the Wii™ console, Xbox 360® video game and entertainment system from Microsoft, PlayStation®3 computer entertainment system, PSP® (PlayStation®Portable) system, Games for Windows PC/Mac Hybrid and the Nintendo DS™ family of hand-held systems. The games will be released simultaneously on all platforms with the highly anticipated new film Pirates of the Caribbean: On Stranger Tides in May 2011. To date, the Pirates of the Caribbean movies have generated more than $2.5 billion at the global box office, while the multiple Pirates of the Caribbean video games have sold more than 6 million units globally. In addition, a collection of LEGO brand Pirates of the Caribbean construction toys that will set children’s imaginations sailing on thousands of build-and-play adventures is scheduled to launch in May 2011.

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Specification for Naming VFX Image Sequences Released

ETC’s VFX Working Group has published a specification for best practices naming image sequences such as plates and comps. File naming is an essential tool for organizing the multitude of frames that are inputs and outputs from the VFX process. Prior to the publication of this specification, each organization had its own naming scheme, requiring custom processes for each partner, which often resulted in confusion and miscommunication.

The new ETC@USC specification focuses primarily on sequences of individual images. The initial use case was VFX plates, typically delivered as OpenEXR or DPX files. However, the team soon realized that the same naming conventions can apply to virtually any image sequence. Consequently, the specification was written to handle a wide array of assets and use cases.

To ensure all requirements are represented, the working group included over 2 dozen participants representing studios, VFX houses, tool creators, creatives and others.  The ETC@USC also worked closely with MovieLabs to ensure that the specification could be integrated as part of their 2030 Vision.

A key design criteria for this specification is compatibility with existing practices.  Chair of the VFX working group, Horst Sarubin of Universal Pictures, said: “Our studio is committed to being at the forefront of designing best industry practices to modernize and simplify workflows, and we believe this white paper succeeded in building a new foundation for tools to transfer files in the most efficient manner.”

This specification is compatible with other initiatives such as the Visual Effects Society (VES) Transfer Specifications. “We wanted to make it as seamless as possible for everyone to adopt this specification,” said working group co-chair and ETC@USC’s Erik Weaver. “To ensure all perspectives were represented we created a team of industry experts familiar with the handling of these materials and collaborated with a number of industry groups.”

“Collaboration between MovieLabs and important industry groups like the ETC is critical to implementing the 2030 Vision,” said Craig Seidel, SVP of MovieLabs. “This specification is a key step in defining the foundations for better software-defined workflows. We look forward to continued partnership with the ETC on implementing other critical elements of the 2030 Vision.”

The specification is available online for anyone to use.

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