Nvidia 3d vision 2 test: Nvidia 3D Vision 2 Wireless Glasses (Extra Pair) review: Nvidia 3D Vision 2 Wireless Glasses (Extra Pair)

Nvidia 3D Vision 2 Wireless Glasses (Extra Pair) review: Nvidia 3D Vision 2 Wireless Glasses (Extra Pair)

A few years back, Nvidia released its 3D Vision Kit active 3D solution. At the time, it was the only real choice for 3D PC gaming, but its crushingly dark images and abundant crosstalk were problems. The Nvidia 3D Vision 2, along with Lightboost technology, attempts to address those issues.

Design and features
The Nvidia 3D Vision 2 glasses look less like actual glasses and more like goggles. This can be attributed to the thick brim and endpiece that surround the lenses, as well as the more angular edges compared with the first-gen 3D Vision glasses. In fact, the second-gen glasses sport an almost complete redesign from the first-generation specs. Gone is the glossy, piano-black finish, replaced with a matte, dark gray look that thankfully uses a much more comfortable, softer-feeling plastic.

Also, the handles don’t squeeze my head as tightly, but still feel suitably snug when wearing the glasses. The nose pad seems to be slightly wider, with the rubber padding covering more surface area. The first-gen glasses sported a thinner, circular-shaped temple that became really uncomfortable when wearing headphones. On the second-gen glasses, the temple is wider and flatter, with a rubber cushion at the ends, making for a much more comfortable experience.

The power button is now located on on the left endpiece, right in the middle of the gray Nvidia logo. The endpiece is also about twice as long as it was before and the Micro-USB port is still located on the underside of the endpiece.

On my model, the right side of the bar wouldn’t stay connected and I had to constantly reconnect it. Very annoying, but a minor quibble.

The 3D Vision 2 glasses are just as heavy as the first-gen model, but thanks to some smart design choices, they feel more comfortable when worn and like any good pair of glasses, you can easily forget they’re on your face after a while.

Games performance

I used the Asus VG278H to test the 3D Vision 2 glasses’ 3D performance and the Samsung SyncMaster S23A750D as a comparison, using Sasmung’s active-3D solution. I set each monitor to 200 candelas per square meter (cd/m2) and used Dragon Age 2 as the chief test game. Initially, the 3D depth on each monitor was adjusted to 50 percent.

Right away I noticed how much brighter images on the Asus’ screen were compared with the Samsung, a fact that can be attributed to Nvidia’s Lightboost technology. The technology is compatible with both first- and second-gen glasses, but requires a monitor that features Lightboost.

Lightboost controls both the backlight of the display and shutter behavior on the glasses. With non-Lightboost monitors, shutter behavior is less efficient, exemplified by times when each shutter would be closed at the same time during operation. Also, the content being shown on the monitor displays each frame, sequentially, with no pause in between. These characteristics of non-Lightboost tech cause images to both appear dark as well as display noticeable crosstalk.

With Lightboost, the shutters on each lens alternate more precisely and both are never closed at the same time. Also, in between each frame of the content being shown, the monitor backlight shuts off. These two changes, in conjunction with each other, allows for brighter images with less crosstalk.

However, the proof is in the pudding. With Dragon Age 2, crosstalk was difficult to notice most of the time, but it did rear its head when viewing dark images on light backgrounds. Comparatively, the Samsung displayed much more crosstalk, with consistent and apparent ghosting on the edges of character models. Also, when looking at 3D images on the Samsung, my eyes got fatigued much more quickly. Through the Nvidia lenses there was also a much more dramatic and convincing 3D parallax effect when I viewed the display from different angles.

3D works when it can successfully trick your brain into believing two images are actually one and is usually most successful with polygonal images; however, 2D images that aren’t in the actual game environment, like cursors, are usually less convincing. Not surprisingly, viewing the cursor as one image was problematic, causing my eyes to strain and adjust to the new image.

After lowering both monitor’s 3D depth down to 25 percent, hardly any ghosting was noticeable on the Nvidia, but I continued seeing double on the Samsung.

I also tested Crysis 2 and Black Ops, and both delivered similar results.

Movies

Using the Nvidia solution, the «Three Musketeers» 3D Blu-ray looks bright and sharp and with the 3D depth level set at one, showed virtually no crosstalk. With the depth increased to four, fast moving images are a lot blurrier and I felt more strain on my eyes.

Running the same movie, images on the Samsung were darker, blurrier, and more stressful (on my eyes) to watch.

Conclusion

In order to take advantage of Lightboost, you’ll need a compatible monitor. The Asus VG278H comes with the 3D glasses, as well as a built-in emitter, and is available for about $650. There’s a more expensive Acer model as well as a BenQ that’s actually really hard to find in the states from major retailers.

If you already have the first-gen Vision Kit, these glasses will only make a difference in comfort and their ability to block out ambient light — advantages that may not be worth the extra $85.

3D Vision 2 with LightBoost is the best 3D solution for 3D games. Now we just need to see more monitors made that take advantage of the technology.

Test System And Benchmarks — Stereo Shoot-Out: Nvidia’s New 3D Vision 2 Vs. AMD’s HD3D

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Our time to put this story together was relatively limited, so we chose to test the graphics cards that make the most sense. We already know that enabling stereoscopic 3D causes a performance hit. So, in general, interested parties should come to the table with the highest-end graphics hardware they can afford. AMD’s HD3D driver is not yet able to benefit from two Radeon cards in CrossFire, so the best-case scenario is a single Radeon HD 6970.

On the 3D Vision side, Nvidia’s GeForce GTX 570 is comparable to the Radeon HD 6970. In addition, since 3D Vision does support multiple cards in SLI, we’re also including a high-end GeForce GTX 580 SLI configuration.

Finally, we want to show you what to expect from low- to mid-range cards. Our original plan was to use a Radeon HD 5770, but both of the models we have on-hand refused to work with the TriDef driver, reporting that they cannot detect the 3D monitor over DisplayPort. So, we had to go with a Radeon HD 6790 to represent AMD’s entry-level 3D card. With Nvidia’s GeForce GTX 460 768 MB no longer available, we chose the similarly-priced GeForce GTX 550 Ti to represent the bottom of Nvidia’s line-up.

TriDef’s Virtual 3D Mode

We tested each Radeon card twice: once in the default TriDef 3D mode, and once in TriDef’s Virtual 3D mode. Virtual 3D mode often provides a performance benefit by rendering a single viewpoint and using the depth buffer to extrapolate the image for the second eye. As an added benefit, this mode is usually impervious to shadow and lighting artifacts suffered by the default TriDef 3D mode and 3D Vision.

Virtual 3D mode often comes under fire because it’s misunderstood. To be clear, Virtual 3D mode is not a poorly simulated 2D-to-3D conversion like the ones you might find on 3D televisions and in DVD playback software. Instead, Virtual 3D mode uses data in the scene‘s depth buffer to create a separate image for each eye. This is a valid model, and Crysis 2 uses the same technique to create stereoscopic 3D for Nvidia’s 3D Vision technology.

This mode is not perfect, though. The depth buffer can’t account for transparent textures, so objects behind chain-link fences appear flat. Virtual 3D mode often struggles to identify the user interface, and as a result it’s often distorted by the objects behind it. The edges of objects are sometimes blurred, as the software extrapolates pixels from limited data. It also doesn’t appear to work with multi-sample anti-aliasing. Despite those issues, Virtual 3D mode often serves up better image quality than the default TriDef 3D mode, so it’s a valid option to test. If a game we’re testing game has significant problems, we’ll point that out.

 Here are the particulars of our test system:

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Test Hardware
Processor Intel Core i5-2500K (Sandy Bridge)Overclocked to 4 GHz, 6 MB L3 Cache, power-saving settings enabled, Turbo Boost disabled
Motherboard MSI P67A-GD65, Intel P67 Chipset
Memory OCZ DDR3-2000, 2 x 2 GB, at 1338 MT/s, CL 9-9-9-20-1T
Hard Drive Western Digital Caviar Black 750 GB, 7200 RPM, 32 MB Cache, SATA 3Gb/sSamsung 470 Series SSD 256 GB, SATA 3Gb/s
Graphics Cards 2 x Nvidia GeForce GTX 580 in SLI (for 3D Vision)Nvidia GeForce GTX 570 (for 3D Vision)Nvidia GeForce GTX 550 Ti (for 3D Vision)AMD Radeon HD 6970 (for AMD HD3D)AMD Radeon HD 6790 (for AMD HD3D)
Displays Asus VG278, 27″ 1080p 3D Vision monitorSamsung S23A750D, 23″ 1080p monitor
Power Supply Seasonic X760 SS-760KM: ATX12V v2. 3, EPS12V, 80 PLUS Gold
CPU Cooler Cooler Master Hyper TX 2
System Software And Drivers
Operating System Microsoft Windows 7 Ultimate x64
DirectX DirectX 11
Graphics Driver GeForce: 285.38 Beta, AMD Catalyst 11.9
Stereoscopic Driver TriDef 3D 4.6
Games
StarCraft II version 1.3.6.19269
World of Warcraft version 4.2.0.2506
Bulletstorm version 1.0.7147.0
Lost Planet 2 version 1.0.1.129
Left 4 Dead 2 version 2.0.8.5
Metro 2033 version 1. 0.0.1
DiRT 3 version 0.1.0.11

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Test System And Benchmarks

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GeForce video card summary test (page 2)

Test results: performance comparison

Battlefield 4 (Tashgar)



  • Version 1.0.0.104788.
  • DirectX 11.
    • Full screen anti-aliasing (FXAA) — high.
    • Full screen anti-aliasing (MSAA) — disabled.
    • Texture quality — ultra high.
    • Texture filtering — ultra high.
    • Lighting quality — ultra high.
    • The quality of the effects is ultra high.
    • Post-processing quality — ultra high.
    • Mesh quality — ultra high.
    • The quality of the relief is ultra high.
    • Relief details — ultra high.
    • Global Shading — HBAO.


Nominal

3D Vision off

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3D Vision included

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Acceleration

3D Vision off

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3D Vision included

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Minimum and average FPS


recommendations

Call of Duty: Black Ops 2 (Angola)



  • Version 1.2.1.
  • DirectX 10.
    • Full screen anti-aliasing (AA) 4.
    • Anisotropic filtering (AF) 0.
    • Texture quality is very high.
    • The quality of objects is very high.
    • Shadow quality is very high.
    • The quality of physics is very high.
    • Shader quality is very high.
    • The quality of volumetric lighting is very high.
    • The quality of the special effects is very high.
    • Post-processing quality is very high.
    • Particle quality is very high.
    • Water quality is very high.
    • Blur quality — very high.


Nominal

3D Vision off

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3D Vision included

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Acceleration

3D Vision off

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3D Vision included

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Minimum and average FPS