Jump to content


3Dude

Member Since 09 Jun 2012
Offline Last Active Apr 08 2015 08:08 PM

#308943 Official Xenoblade Information Thread

Posted by 3Dude on 14 February 2015 - 03:05 PM

Good points.

But honestly, I feel Nintendo can eliminate a ton of this crap by simply marketing their games effectively. putting out high quality screenshots and videos all over the web (YouTube, create and send to ign etc...).

With X especially, unless you already own a wii u it was nigh impossible to see a good look at the footage.

If you see the YouTube videos, the "screenshots" all over the web, etc., they all look incredibly muddy, washed out, etc.

Then... You see the "direct" that moment Monolith put out and it's like "what the ohmygoshijustvomitedthewheatiesiateforbreakfastbevausethislookssofreakingamazing!"

It looks nearly like a different game because the difference between conpressed, decompressed, and decompressed again by the time it shows up anywhere. Then that crappy conpressed video gets a screen grab taken and compressed again into an even more crappy conpressed JPEG.

It actually makes me a little angry as this would be so freaking easy to fix by sending press kits with high quality screens and videos to the major players. And it would cost nearly nothing.

And the stinking media sites KNOW THIS. and they choose to use junk screens of junk videos.

When I show people the latest gameplay and tutorial video they unanimously freak out and have to have it.

Before then, they've heard of it a bit and weren't impressed.

It's all in the presentation.

Come on Nintendo.

Yes, we appreciate that you are focused on the GAME, not on swindling people out of their hard earned money.

But dadburnit, get with the program and have one or two people focus on marketing it right and leaving the industry with a proper high impression of the game.


Of course the media knows what they are doing to this game. They arent covering this game, because they are paid pr mouthpeices for AAAAAAA publishers. Nintendo refuses to play their reindeer games, so they give them gimped coverage, and the anti nintendo 'nintendo is backwards' narrative, because AAAAAAAA publishers want to make sure you know games that work the way they are advertised, work the moment you buy them and put in the disc, come complete for the buying price, instead of half a game for full price with a season pass sold seperately to get the whole game, is backwards because it doesnt have arbritrary feature that is nowhere near the big deal people have been brainwashed into thinking it is.

Voice chat is a nice feature. It is NOT a necessity for a game to not be worthless crap. The game actually WORKING when you put the disc in the machine, IS. But dont tell that to the media, thats not the picture their AAAAAAAAAAAAAAAAAA retainers want to paint.

. There is no longer an enthusiest press for videogames, only extended pr mouthpeices.

Besides, there is no amount of advertising than cut through an entire generation of publisher media brainwashing.

People who are saying this:
maxresdefault.jpg

Does more, and looks better, than this:

Xenoblade-Chronicles-X-24.jpg
630x.jpg

Are beyond the ability to objectively assess reality.


#308826 Official Xenoblade Information Thread

Posted by 3Dude on 13 February 2015 - 01:46 AM

Jebus, the anti Xenobade trolls are at it again.

Every single article, they flood it with 'Its not doing anything Skyrim didnt do! Red dead redemption looks Way better!!!'
'It looks worse than last gen, it just has massive scale, thats all its got going for it over ps360!'

You cant discuss this game ANYWHERE outside without them showing up and crapping everywhere and circle jerking each other. How do they even believe their own garbage?


#308728 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 11 February 2015 - 08:13 PM

Look, I'm not saying Skyrim is the best game ever, and I am certainly not saying Xenoblade looks worse, but I have to disagree with your brutal comments about Skyrim.  I definitely believe that they did use some cheap methods to make the world, and it should have had an extra year of development because the original release was almost unplayable.  But it was a game with about 3 years of solid development, and I believe that part of the reason the game is designed the way it is is because of the modding community, which consists almost entirely of amateurs, and Bethesda literally supplies all of us with beautiful kits to mod the game. After 5-10 mod downloads, the game world can be completely overhauled into literally whatever you want it to be! Also, if you ever listen to Todd Howard (the producer of ES 3-5) he agrees with many of the points you make, such as lazy developers and what not.  While Skyrim is in now way a perfect game, it is also by no means a terrible game, and I think most of the Gaming community would back me up with that.  Compared to today'sAAA carp such as CoD, Assassin's Creed, and all the other movies trying to be games that get released, Skyrim is far superior. It may be a tired rehash of a formula that has been used for 20 years, but it doesn't pretend to be anything else, and it is a formula that works and that I enjoy.
 
I am extremely excited for Xenoblade X, as I have just finished the first, and I do agree that the world design is fantastic and beautiful.  I will admit I have only a fraction of the technical knowledge that you do, but I like it that way because the less thinking I do then the more pure enjoyment I can get out of these games.


Im not just singling skyrim out, its AAA gaming, I just gave mass effect the same medicine, this is what happens when big business steps into videogames.

How big of business?

donald-trump-ca-2011-a-p.jpg

This big. Yes, the Trump family has a stake in Bethseda software, Robert trump, Donalds brother, is a cheif on the board of directors of Bethseda software.

The trumps get more say on where elder scrolls go than the programmers and artists who created the series.

Elder scrolls has always been glitchy, Daggerfall is NOTORIOUS for being impossible to beat due to the main quest line inevitably glitching out. But the game was so vast, and so groundbreaking at its time, and there was so much to do, that we didnt care.

I STILL play my active daggerfall save file to this day, and I STILL find new content, some of which is completely undocumented. In fact, I moved that save file onto my smart phone and I play it with dox box.

The problem is,the series hasnt gone anywhere. We are still doing the same quests, in the same way, with the same controls, and its still a broken buggy mess. The only thing thats changed is the graphics.

Back when it was a super ambitious 30,000 square kilometer epic in the 90's, that was okay. Today, when its a 37 square kilometer buggy mess, using the same design tropes since the 90's, its not OK, no matter HOW much better it looks. Randomly generated samey worthless dungeons, are not ok. A heightmap generated world, with assets dropped in on top, is not OK. The god awful combat and collision detection, is not OK.

Its a misnomer to say 'lazy developers', because developers are anything but. They are overworked, underpaid, and abused to no end. And EVEN STILL practicallyno developer will ever just say 'aww screw it' and put their name on something they know is a terd. Thats what publishers force them to do.

Publishers force them to work 120+ hours a week during 'crunch time' with no overtime pay, not caring about the fact that kind of work scheduele and sleep deprivation makes quality go to hell. Publishers are the ones who set deadlines their devs tell them are impossible, and then make them ship an incomplete product anyways.

"This is an age-old software development issue: reasonable scope on a reasonable schedule," says Keith Fuller, an experienced developer and production consultant who spent over a decade working on Activision projects like Jedi Academy, Quake 4 and Call of Duty: Black Ops before going independent. "Our ongoing inability to properly address it is rooted in leadership issues."


"Developers rarely get to tell Marketing 'We can ship it now, we fixed all the bugs,'" notes Fuller. "Rather, the marketing department will tell you when you're launching regardless of fixing bugs. If you want that arrangement to change, figure out how to sell millions of units without telling anyone your game exists."

"The last game I worked on as a studio dev was Call of Duty: Black Ops, and Activision's legal team would go into cardiac arrest if I shared with you how few months before launch that game was almost entirely unplayable," says Fuller. "That's due to the pressure of annual franchise installments and the competitive landscape."

"Addressing this cycle is beyond the realm of development and it's sad that we think this is a development issue," says Keith. "Developers get the short end of both sticks: death marches and the blame for low quality. The solution is to address this culture."

viciousdevcycle.jpg

I am adressing this culture. I do not support it, I do not support the way the Devs are treated, and I do not support what it does to the end product. Our industries talent are being worked to illness and exahustion, our games are becoming monotonous homogenous crap, and publishers are just raking in the money without giving a single rainbow.

Xenoblade isnt getting so much support from me because its going to be a fantastic game. Its going to be a fantastic game becuase mnonolith soft flies in the face of AAAAAAAAAAAAAAAAAAAAAAA publisher developer abuse culture, AND makes better games.

http://www.siliconer...-place-to-work/

“One of the big opportunities that put the appointed weekly hours into action came from the 2006 occupational safety and health act revision, which demanded a more thorough employee time management,” says director Yasuyuki Honne. He further shares his beliefs that development styles which anticipate overtime work have already reached their limit. With that in mind, Monolift Soft’s company motto, “Zero overtime and creative work allowed” is what they now go by.

“Playing and having fun is the most important part. It’s the key to bringing out the fun in graphics,” says Genbe, as he explains that those are the deep feelings they share at Nintendo, which he has learned since joining. According to the designer, he has also learned to put his time to better use, thanks to the results of the appointed weekly hours.

“When the work starts to overflow, the leader immediately reviews the schedule accordingly. I spend my weekends on hobbies and polishing my skills using ZBrush at home,” Genbe explains, addressing how the lenient schedule has been a great benefit, by providing him with free time to relax and brush up on his abilities as a designer.

“Not only have my skills grown as an artist, but I feel as if I’ve matured more as a person, as well. The appointed weekly hours allow me to work with a mental sense of stability,”

No crunch time, no ridiculous deadlines, no MARKETING telling DEVELOPERS when they have to be done.

One of these publishing pipelines could only make a 37 square kilometer game. said 'See this huge world, if you can see it you can go there!' Except for all the places you couldnt. And it was full of bugs, invisible barriers, potato land design, and used up tropes from the 90's. They treat their devs like crap.

The other publishing pipeline made a 400 Square kilometer world, and said 'If you can see it, you can go there'. to which someone somewhere must have said 'but sir, what about all these places you just cant reach on foot?' to which they said 'Then we will give the player giant fricking robots and they can horsing fly there while fighting giant alien dinosaurs'. Too which some programmers and layout designers must have replied 'but sir, if we do that it will destroy the illusion of how open world games are designed like the surface of a potato.' To which they replied 'Then we will create a new design, one with no need for potatoes. And it will work the day you buy it, the moment you stick the disc in the system' They treat their devs like highly valuable human beings, and their greatest assets.

AAAAAAAAAAAAAAA Gaming is not getting better. In fact, its been getting consistantly worse, as system power increases, workload increases, and devs are abused more, and more, and more, and more. Last gen it was stagnating and degenerating game design. This gen, you can add that games dont even WORK when you buy them. Sometimes not for months. I dont like bad game design, and when it results from abuse of employees, I give neither excuse nor pass.


#308647 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 10 February 2015 - 08:14 PM

Well some of them were, but there was actually a massive amount of mountains that could be climbed and a huge amount of dungeons (cookie cutter yes, but still worth exploring) within the mountains. While skyrim's world space is considerably less than XBX, the game world was ingeniously designed with the layout of mountains to appear much larger than it actually was.  I am in no way degrading the genius of the people at monolith, who I agree can layer a world with amazing skill to add tons of 3 dimensional  space, but I am arguing that Skyrim is also designed quite fantastically when you come to terms that the world is no bigger than its predecessor (even a little smaller) but feels enormous do the the elevation differences added.  Almost any open world game uses mountains or ocean to conceal invisible boundaries, even Xenoblade.  It will be interesting to see how XBX is received in the west, and to see if it lives up to its hype.


The vast majority of them were. The number of mountains you could actually scale, and werent props blocked off by invisible walls can be counted on your hands.

The games world is HORRIBLY designed, using a much loathed shortcut that should have died with the n64 era called spatial compression. Often called potato land/ potato scape, potato worlds, etc.

"You are Krutor, a wild barbarian from the land of Morkroch. You have travelled a very long journey, across high mountains to the famous imperial city of Lhota, the capitol of the world and largest agglomeration in the known universe, whose fame touches the stars.

The city consists of precisely fifteen buildings (one of which is the imperial palace); the town is inhabited by 30 NPCs, including Emperor Lojza, Archmage Lotrando and all of the members of the guilds of thieves, mages and warriors.

You visit the emperor, who sits alone in the throne hall, and he assigns you with an quest. The land is terrorised by an evil dragon from hell and Lojza is powerless. He has sent an entire imperial army against it, but the monster has killed all five soldiers. Now, he needs a hero like you! You have to find and climb the mystical mountain, Lohen, on which no human has ever set foot, and behead the dragon.

You accept the quest and set out from the town gate. The mystic mountain Lohen is precisely 150 metres from the gate and is about 50 metres high. All of the inhabitants of the city are either not good, blind or crippled if they have not managed to notice it for centuries. After an approximately 30-metre walk to the mountain, you come to ‘no man’s land’ and are attacked by bandits. During another 120m walk to the peak, you also notice an ancient fortress Rumloch, a secret dungeon of doom and a bandit hideout. At the peak of the mountain, you kill a one-hundred-metre dragon by beating its foot with a rusty sword and drinking potions. Then, you rob the corpses of the imperial army (all five) and on the way back to the castle are killed by a wild boar.

Welcome to an average RPG.

This environment compression however negatively affects the graphics. In order to place a castle, cave or bandit camp every ten metres, you have to create a lunar landscape and hide the locations in nonsensical craters or beyond a hills that you must make as high as possible so that it would not be possible to see very far behind them. The result is an environment which is miles away from a real landscape, it is absolutely impossible to orientate within it without a map and in most cases looks bad. I call it a potato landscape, because the terrain surface is reminiscent of a potato’s surface.'

Its a bad, old, used up design trope that needs to die in fire.

This was originally done because games simply couldnt handle the actual scale, it was a shortcut and a compromise pioneered by games like the first 3d zeldas, and the sandbox equivilant by modern elderscrolls (Notably after elderscrolls 2, which was a computer generated landscape, that really WAS that big....) instead of artist designed landscapes). Unfortunately, instead of realizing this was a shortcut and a compromise, it was just aped into oblivion, even long after the power to do more was plentily available.

This is done so that players (Purposefully conditioned) ever dwindling attention spans are given a trinket every 10 feet so the game doesnt feel boring, because todays game designers are simply not capable of designing a world that is just plain interesting to explore, or fixing problems with traversal, they choose to focus on either designing a game that is small with stuff every 10 feet, or one that is big, where you move really fast over vast quantities of nothing, because none of them want to take the time, or are even capable, of doing both. Todays world designers are not capable of transitioning the snes era rpg/adventure game worlds into proper 3d. We are still using all the same shortcuts to fake them. Modern publishers feel that kind of time and money is far better spent on marketing. Which is why all those 'if you can see it you can go there' blurbs are pretty much all lies.

Xenoblades guilds arent mage guilds theives guilds assassins guilds- the standard and run into the ground tropes, who all have the same objectives, kill mofos. They are Cartographers, treasure hunters, philanthropists, resource gatherers, technology creators... And then, only two of the 8 are directly focused on killing things.

Since your only method of interaction with the world is no longer fricking killing everything in it, or talking to the guy who tells you to go around the corner and kill everything in it, it doesnt have to be designed around the ludonarrative dissonance, of your only interaction with the world is killing the crap out of it, so that you are killing a bunch of bandits around a fire place, or a ramshackle village, (Full of people you are obviously going to kill and reload and kill, in a variety of ways) where you are told to go kill.

THis spot is good for a data probe, this spot has a peice of wreckage to salvage, this spot has good resources to send back to the town, this spot has a lifepod full of people to recover, and yes, this spot has herds of dangerous creatures to subjegate, and that spot over there has an extra powerful unique monster.

Since there is so much to do, you dont have to design the game around not showing that everything is literally the same exact thing (mofos to kill, or mofos telling you who to kill), and its all right next to each other... You can move beyond the potato landscape design.

Which means, now 90% of the mountains are no longer off limit barriers with invisible walls there to make sure you dont find out the big bad guy who you are supposed to journey across vast distances to kill, is really just 50 feet behind the hut you accepted the quest from, on the otherside of the mountain. you are just forced to go the long way, all the way around.

No short cuts, no cop outs, no potato design.


#308633 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 10 February 2015 - 04:08 PM

I'd love to know what they actually include in their calculations of world size. If there's a lake that's 1mile x 1mile in area with an interesting island at the centre of it, I'm betting they include that whole square mile in their arithmetic. Which is kinda cheating.


No, cheating would be having 12 out of your 30 square miles being ocean with absolutely nothing at all in them whatsoever, and then advertising that it was a 50 square mile map, instead of a scaled version of a 50 square mile map that was actually 30 square miles.

Besides, water travel was always a risk/reward with xenoblade, as thats where typically high level fish mobs like to hang out and call all their lv 70 buddies to wreck you if you arent fast/sneaky enough.

In all honesty, the explorable real estate of this game is likely much larger than the 2d map measurements they provided.

Monolithsoft develops vertically stacked games. They have layers on layers.

idhsgc.gif
ooeeeg.gif

In skyrim mountains were background objects blocked off by invisible walls.

In Xenoblade a mountain is a hollowed out dungeon labyrinth. You know, once you fly all the way to the top and into the hollow peak.

The actual square footage of explorable real estate is going to be considerably larger than the flat 2d quote of 400 square kilometers. Much different than most western open world games who claim to have large maps, and then have large portions of them completely off limits and unreachable.

Welcome back to the long forgotten videogame world, of not being lied to by marketing machines.


#308542 Official Xenoblade Information Thread

Posted by 3Dude on 09 February 2015 - 04:21 AM

Miles and miles of gang bangers and prostitutes or aliens and amazing vistas...? You decide.  :)
 
Thanks for confirming GTA5, I just pulled the 100 from a quick search and I figured it probably wasn't precise... and wow it was way off hah.

Here is an uncompressed version of the wallpaper in OP in case someone wanted it. It is 2560 x 1600. Just click on it for full size.
 
ibc02kbmnGOMun.jpg


GTA5 had vistas too, its just nothing on them loaded until you you were like 20 feet away. Or ran into it and exploded.

aXrk7Lo.gif


#308532 Official Xenoblade Information Thread

Posted by 3Dude on 08 February 2015 - 11:14 PM

It claimed to be 100 but it's not even close to that. Not even sure it's half that. Suffice to say much smaller. However remember it's not just size but design. XCX has a better world design than anything on the market. Only Xenoblade itself comes close in utilizing full 3D space plus the art design.


Yeah, at first r* claimed it was 100, then they canged it to 49, then I guess it turns out that wasnt really the case at all, it was actually 30 square miles, and that included nearly half of it being the ocean, so it was actually only like, 18 or something.... And the city itself was only a small fraction of that...
 
d60t.jpg

So, going by the land that you actually play the game on, X is like, 8.5 times bigger than gta5, not even counting the fact that unlike gta5, which is basically completely flat design wise, X has layers upon layers to explore, like theres the flat ground, with the normal hills and mountains and stuff, but over it is this huge earth canopy dome thing you can fly to the top of, and theres stuff to do up there, and then theres an expansive cave system under the ground, all in the same square miles of area at times.


#308507 Official Xenoblade Information Thread

Posted by 3Dude on 08 February 2015 - 04:32 PM

The texture work in this game is amazing, Im still not sure exactly how they did it, because I simply cant find individual texture tiles.

 

I know they are using ridiculous layering techniques.

 

My guess is they are using micro texturing, with quite a few different tiles that have all been tesselated into each other with incredible skill, meaning they can all line up with each other smoothly, no matter which one you put where, and which way you rotate it, and then are randomly placing and rotating them to make them very hard to pick up an obvious pattern on.... as they use these microtextures as building blocks to make other larger textures.

 

Layered on top of that seems to be multiple layers of larger textures, but these are more like stickers put over the base texture, or god tier microtexturing. These do things like showing that great caked mud look.

 

I cant even speculate how many layers they are actually using. The texture work is ridiculously well done.




#308497 Official Xenoblade Information Thread

Posted by 3Dude on 08 February 2015 - 12:28 PM

Translated (Turn cc on)

Okay, now things are coming together.

 

The city was empty. Always was, it was just a 'seed' that they were going to plant on a habitable planet. Each seed was modeled after famous cities and their cultures. We got LA.

 

The only people who were awake were soldiers, engineers, and maintenence, who navigated, defended the ship, kept it running, and mantained the LIFE structures. WHich were giant structures in the hull of the ship containing the citizens in cryo-stasis. Upon crashing, the white whale (name of the arc ship) ejected its life pods, which were durable and stabilized enough to protect their cargo from the crash landing.

 

The city seed began its automated process of building its underlying foundations after anchoring itself to the terrain and leveling itself. Then the survivors began gathering people to work on the construction of the city, wich is suspended over the actual land beneath it. This reconstruction goes on for two months, before us, the pc are awoken from our LIFE pod.

 

Wow. This translation lliterally takes every complaint the new waves of trolls and 'concern' trolls' have tried to levy at the game, and completely pimp slaps them with it.




#308452 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 07 February 2015 - 04:16 PM

Good to see that it's already been beaten into the ground about File size and such.

What's impressive about Xenoblade Chronicles X to me at least is that it's running on the Wii U. Like, it's massive in scale at over 12 times Skyrim's size, actually has interesting design, If it's anything like XBC it will have amazing gameplay, music, and story, and it's running on something that is bottom tier in terms of power this generation but still looks better then most of the current PS4 games(minus resolution).

Only complaints I have is resolution wise, but it's running on the Wii U with this stuff. Nintendo struck gold with Monolith


Its almost like system power is not whats been holding HD games back, but design skill.


#308443 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 07 February 2015 - 02:58 PM

I really didn't want to say anything because I didn't want people to know I sold gamestop a bad Wii U, but.... that Wii U I sold had a tv fall on it and the fan became loud. Gamestop gave me full tradein value for it though. I tried to just casually mention it to them and they said, "We decide what works and what doesn't. It looks fine" It still sounded like a chainsaw playing Sonic Boom.

Of course it might have held up. And I did want a vita at the time.


Maybe thats just because it was being forced to play sonic boom?


#308432 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 07 February 2015 - 01:48 PM

http://thewiiu.com/t...n-thread/page-2


Where is it?

The only thing I see even remotely related is People wondering why they thought about have gone for 2 discs instead of one dual layer, and me explaining how 50Gb would increase the disc random access read times to a point where a seamless open world would be harder to pull off, and their might need to be loading times between areas, which is why they probably thought about going for 2 discs, instead of dual layer, before they managed to satisfactorily compress it all onto a single disc.

But that cant be what you are talking about, because that would be a really, really, huge failure of reading comprehension, so why dont you save me the trouble of looking for what you are talking about and just quote it, or cut and paste it.


#308422 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 07 February 2015 - 01:33 PM

There are no straw mans from us. You are digging up the most RIDICULOUS 'claims' Any of us have ever heard, dug up from what can only be the deepest cesspools on the internet, COMPLETELY misinterpereted and what I can only imagine is completely purposeful misconstruement of actual information (Seriously how can anyone take Takahashi saying the map size of xenoblade chronicles X was going to be 5x the size of Xenoblade, and then turn around and claim he meant the FILE size? That is an IMPOSSIBLE mistake to make) and trying to apply them to US, as if THOSE are the reasons we are excited for these games.




#308414 Get your hopes up about Zelda Wii U and Xenoblade X, but not too much (imo)

Posted by 3Dude on 07 February 2015 - 01:21 PM

What do clearly made up 'figures' about Zelda and Xenoblade chronicles that nobody here has ever believed, and you taking what was said out of context and applying it to something completely unrelated that nobody has ever brought up, or even insinuated what is being said (WHo the HELL ever said the FILE SIZE was going to be 5x bigger? Seriously? That is completely nonsensical) have to do with our expectations?

 

Xenoblade Chronicles X is 400 Square kilometers, or 155 Square miles. Xenoblade was like, 31 Square miles.

 

31*5= 155.

 

We had maps 1000X bigger than these TWENTY YEARS AGO. Daggerfall came out in like, 1996.

 

The difference is these are the biggest hand designed maps ever made, while everybody else uses procedurally generated terrain.

 

And you are acting like we have no idea what Xenoblade is going to be like. As if we havent already played one on the wii, and it wasnt already godlike.

 

Maybe we are excited because our expectations ARE in check, and we know exactly what we are getting, and its what we want... And you have these really weird 'figures' and 'hype facts' dug up from the darkest depths of the deepest tarpits on the internet that nobody has ever seriously considered here, ever?




#308403 For What It's Worth: Xenoblade comparison N3DS and Wii

Posted by 3Dude on 07 February 2015 - 12:54 PM

ibnMEESc46Rq87.jpg

Here we have an image, roughly 3ds sized, on the left we have the full image, the amount of visual data you would recieve with left eye, and right eye images put together. On the right, we have the left eye image ONLY, which is what the 3ds uses for 2d mode, which is what is being shown in the videos. in order to fill those gaps for 2d mode, 3ds simply stretches the pixel lines over to fill the gaps.




Anti-Spam Bots!