2009 Stereoscopic 3D Gaming Report:
A Comprehensive Analysis of S-3D Technology for Gaming


1
Methodology
20
1.1
Interviews
20
1.2
3D Game Testing
20
1.3
3D Display and Gameplay Analysis
21
1.4
Forecasting
21
1.4.1
Market Needs Analysis
21
1.4.2
Develop Assumptions
24
1.4.3
Develop TAM and Penetration Sales Rates
24
1.4.4
Forecasts
25
2
Executive Summary
26
2.1
Introduction
26
2.2
Overview of Report
27
2.3
Key Concepts
28
2.4
Single Player Market Needs Analysis
28
2.5
Multi-Player All Technologies
31
2.6
Market Needs Analysis Summary by Technology
32
2.7
3D Forecast Summary
33
2.8
Conclusions
38
3
Overview of 2D & 3D Gaming Systems
40
3.1
Definition of Gaming
40
3.1.1
Console Gaming
40
3.1.2
PC Gaming
40
3.1.3
Handheld Gaming
41
3.1.4
2D Games
41
3.1.5
3D Rendered for 2D (R-3D)
42
5.1.1.
Stereoscopic 3D (S-3D)
42
3.1.6
Autostereoscopic 3D (AS-3D)
42
3.2
Gaming Engines
43
3.2.1
Role of the Gaming Engine
43
3.2.2
Gaming Engine Overview
43
3.3
Console Gaming Hardware
44
3.3.1
Microsoft XBOX 360
44
3.3.2
Nintendo Wii
45
3.3.3
Sony PlayStation 3
46
3.4
PC Gaming Hardware
47
3.4.1
Operating System Requirements
47
3.4.2
Impact of S-3D on Key Components
47
3.4.3
Impact of PC Architecture on S-3D Performance
47
3.5
Handheld Gaming
48
3.5.1
Nintendo Dual Screen
48
3.5.2
Sony PlayStation Portable
49
3.5.3
Apple iPhone 3G and iPhone 3Gs
50
3.6
Mobile Displays
51
3.6.1
Platforms
51
3.6.2
Mobile Handset & Portable Game 3D Displays & Products
52
3.6.3
Netbook/Notebook 3D Displays & Products
58
3.7
Monitors
60
3.7.1
3D Monitors
60
3.7.2
Other Activity
61
3.8
TVs
62
3.8.1
3D TVs
62
3.8.2
Other Activity
64
3.9
Front Projectors
65
3.9.1
Description of Display Technologies
65
3.1
Personal Eyewear
66
3.10.1
Description of HMD Display Technologies
67
3.11
Active and Passive Glasses
68
3.11.1
Description of the Technologies
68
3.12
Analysis of Current and Future Performance
71
4
Games Overview
79
4.1
Gamer Profile
79
4.1.1
Demographics of Gamers
79
4.1.2
Casual vs. Serious vs. Hardcore
80
4.2
Types of Games (Definitions)
81
4.2.1
Action
81
4.2.2
MMOG (Massively Multiplayer On-Line Games)
82
4.2.3
Shooter
82
4.2.4
Sports
82
4.2.5
Strategy
82
4.2.6
Puzzle
82
4.2.7
RPG (Role Playing Games)
82
4.2.8
Simulation
83
4.2.9
Music & Party
83
4.3
3D Games
83
4.4
3D Game Development Overview
87
4.5
Development Environments
87
4.5.1
Microsoft
87
4.5.2
Others
88
4.6
Graphics Standards
88
4.6.1
OpenGL
88
4.6.2
Direct3D
89
4.6.3
Comments on OpenGL and Direct3D
90
4.7
Platform Capabilities
91
4.7.1
PC Gaming
91
4.7.2
Console Gaming
91
4.7.3
Handheld Gaming
91
4.8
Game Engines
92
4.8.1
Gaming Engine Characteristics – Key Features
92
4.8.2
Detailed Comparison Table
93
4.9
3D Game Development
93
4.9.1
2D vs. 3D Authoring
93
4.9.2
Advantages of 3D Authoring for S-3D
94
4.9.3
Impact of S-3D on Game Engines
95
4.9.4
Impact of S-3D on Game UI
96
4.9.5
Impact of S-3D on Game Play Controls
97
4.9.6
Impact of S-3D on Development Time
99
4.9.7
Effect of System Type on S-3D Game Development
100
4.9.8
Other Concerns
101
4.1
Game Publishing and Distribution
102
4.10.1
Relationship Between Developers and Publishers
102
4.10.2
Effect of S-3D on Publishing and Distribution
103
4.10.3
Effect of S-3D on On-Line Game Play
103
5
Value Proposition of 3D Games
105
5.1
S-3D Gaming Experience: Step-by-Step
105
5.1.1
Overview of the S-3D Test System
105
5.1.2
What went right?
106
5.1.3
What went wrong?
106
5.1.4
What was the final result?
107
5.2
S-3D Hardware Evaluation
108
5.2.1
Hyundai Monitor W220S
108
5.2.2
iZ3D Monitor H220Z1
108
5.2.3
NVIDIA 3D Vision with Samsung SyncMaster 2233rz
110
5.2.4
Monitor Performance Summary
111
5.3
Putting the S-3D Gaming System to the Test
112
5.3.1
007: Quantum of Solace
112
5.3.2
MS Age of Empires III
113
5.3.3
America's Army
115
5.3.4
Battlefield 2142
117
5.3.5
Battlestations: Pacific
118
5.3.6
BioShock
119
5.3.7
Call of Duty 4: Modern Warfare
120
5.3.8
Combat Flight Simulator 3: Battle for Europe
122
5.3.9
Command & Conquer 3: Tiberium Wars
124
5.3.10
Cryostasis: Sleep of Reason
126
5.3.11
Crysis
127
5.3.12
FIFA Soccer '08
129
5.3.13
MS Flight Simulator X
130
5.3.14
Half-Life 2
133
5.3.15
Lord of the Rings: Battle for Middle Earth II
134
5.3.16
Madden NFL '08
136
5.3.17
NBA Live '08
138
5.3.18
Need for Speed: ProStreet
140
5.3.19
NHL '08
141
5.3.20
Star Wars BattleFront II
143
5.3.21
Star Wars: Empire at War
145
5.3.22
Tiger Woods PGA Tour '08
146
5.3.23
Tomb Raider Anniversary
148
5.3.24
World of Warcraft
149
5.4
Gamer Reactions to S-3D
152
5.5
S-3D Value Proposition Summary
153
6
S-3D Game Case Study
154
6.1
Blitz Games Studios
154
6.2
Ubisoft
155
6.3
Eudemonia
156
7
How to Make S-3D Gaming Mainstream
159
7.1
Critical Path Issues
159
7.1.1
Ease of Use
159
7.1.2
Interoperability
160
7.1.3
Establishment of 3D Console and Mobile Products
160
7.1.4
Expansion of 3D Monitors and TV Installed Base
161
7.1.5
Expansion of Installed Base of Notebooks with 3D Displays and Drivers
161
7.1.6
Consumer Awareness
162
7.1.7
Business Case for Game Developers
163
7.1.8
Delivery Methods (BD Live, XBOX Live, PlayStation Network, Steam, Internet)
163
7.1.9
Perceived Performance (Better Drivers and Graphics Chips for Creating 3D)
164
7.2
Significant Investment / Long-Term Development Needs
166
8
Monitor Forecast
169
8.1
Market Needs Analysis Definitions
169
8.2
x-pol Monitors
169
8.2.1
Market Needs Analysis
169
8.2.2
Price-Performance Assumptions
172
8.3
Page Flipping Monitors
173
8.3.1
Market Needs Analysis
173
8.3.2
Price-Performance Assumptions
176
8.4
Two Panel Monitors
177
8.4.1
Market Needs Analysis
177
8.4.2
Price-Performance Assumptions
180
8.5
Active Retarder Monitors
181
8.5.1
Market Needs Analysis
181
8.5.2
Price-Performance Assumptions
182
8.6
Yearly Market and Competitive Assumptions
183
8.6.1
2008
183
8.6.2
2009
183
8.6.3
2010
183
8.6.4
2011
184
8.6.5
2012
185
8.6.6
2013
185
8.6.7
2014
186
8.7
3D Monitor Forecast
187
8.7.1
3D Capable Monitor Forecast
187
8.7.2
X-Pol Monitor Forecast
189
8.7.3
Page Flipping Monitor Forecast
190
8.7.4
Two Panel Monitor Forecast
191
8.7.5
Active Retarder Monitor Forecast
192
8.7.6
Monitor Forecast Summary by Technology
193
8.7.7
Gaming Use of 3D Capable Monitors
194
9
Laptop Forecast
197
9.1
Market Needs Analysis Definitions
197
9.2
x-pol Laptops
198
9.2.1
Market Needs Analysis
198
9.2.2
Price-Performance Assumptions
201
9.3
Page Flipping Laptops
203
9.3.1
Market Needs Analysis
203
9.3.2
Price-Performance Assumptions
206
9.4
Active Retarder Laptop
208
9.4.1
Market Needs Analysis
208
9.4.2
Price-Performance Assumptions
209
9.5
Autostereoscopic Laptop
210
9.5.1
Market Needs Analysis
210
9.5.2
Price-Performance Assumptions
212
9.6
OLED Laptop
214
9.6.1
Market  Needs Analysis
214
9.6.2
Price-Performance Assumptions
215
9.7
Yearly Market and Competitive Assumptions
217
9.7.1
2008
217
9.7.2
2009
217
9.7.3
2010
217
9.7.4
2011
218
9.7.5
2012
219
9.7.6
2013
219
9.7.7
2014
220
9.8
3D Laptop Forecasts
222
9.8.1
3D Capable Laptop Forecast
222
9.8.2
x-Pol Laptop Forecast
223
9.8.3
Page Flipping LCD Laptop Forecast
224
9.8.4
Active Retarder Laptop Forecast
225
9.8.5
Autostereoscopic Laptop Forecast
226
9.8.6
OLED Page Flipping Laptop Forecast
227
9.8.7
Gaming Use of 3D-Capable Laptops
228
10
TV Forecast
231
10.1
Market Needs Analysis Definitions
231
10.2
x-Pol TV
231
10.2.1
Market  Needs Analysis
231
10.2.2
Price-Performance Assumptions
235
10.3
Page Flipping TV (LCD & PDP)
235
10.3.1
Market  Needs Analysis
235
10.3.2
Price-Performance Assumptions
238
10.4
Active Retarder TV
238
10.4.1
Market  Needs Analysis
238
10.4.2
Price-Performance Assumptions
240
10.5
Yearly Market and Competitive Assumptions
240
10.5.1
2008
240
10.5.2
2009
240
10.5.3
2010
240
10.5.4
2011
241
10.5.5
2012
243
10.5.6
2013
244
10.5.7
2014
246
10.6
3D TV Forecasts
248
10.6.1
3D Capable TVs
248
10.6.2
PDP TV Forecast
251
10.6.3
OLED TV Forecast
252
10.6.4
RPTV Forecast
253
10.6.5
LCD TV Forecast (All Technologies)
254
10.6.6
x-Pol LCD TV Forecast
255
10.6.7
Page Flipping LCD TV Forecast
256
10.6.8
Active Retarder LCD TV Forecast
257
10.6.9
3D TV Forecast Summary by Technology
258
10.6.10
Gaming Use of 3D-Capable Televisions
260
11
Projector Forecast
263
11.1
Market Needs Analysis Definitions
263
11.1.1
DLP Projection
263
11.2
Projection Forecast
266
11.2.1
Gaming Use of 3D-Capable Projectors
269
12
Appendix A:  3D Technology Overview
272
12.1
Introduction
272
12.2
Stereoscopic Direct View Systems
273
12.2.1
Active Shutter Glasses
273
12.2.2
Passive Polarizing Glasses
275
12.2.3
Chromatic Passive Glasses
280
12.3
Stereoscopic Projector Systems
282
12.3.1
Active Shutter Glasses
283
12.3.2
Passive Polarizing Glasses
285
12.3.3
Chromatic Passive Glasses
289
12.4
Stereoscopic Head Mounted Displays
291
12.5
Autostereoscopic Direct View Systems
292
12.5.1
Parallax Barrier
294
12.5.2
Time Multiplexed Barrier Rib
296
12.5.3
Steerable backlight
297
12.5.4
Lenticular Autostereoscopic Displays
298
12.5.5
Prism Based Autostereoscopic Displays
300
12.5.6
2D/3D Switchable Displays
301
13
Appendix B:  3D Gaming Test Set-up
304
13.1
Hardware Set-up
304
13.1.1
Desktop Computer
304
13.1.2
Laptop Computer
304
13.1.3
3D Monitor – Hyundai / DDD
305
13.1.4
3D Monitor – iZ3D
305
13.1.5
3D Monitor – Samsung / NVIDIA Bundle
305
13.2
Software Set-up
306
13.2.1
Desktop Computer
306
13.2.2
Laptop Computer
306
14
Appendix C: Video Game Companies
307
14.1
Console Makers
307
14.2
Game Developers
308
14.3
Game Publishers
315
15
Appendix D: S-3D "Compatible" Games
318
15.1
PC Games
318
15.1.1
Compatible Game Titles
318
Table of Figures
Figure 1:  Sample Meets Expectations vs. Importance Plot
23
Figure 2: Product Assessment Using the Evaluation Chart
25
Figure 3:  Worldwide Total 2D/3D Display Summary Forecast
36
Figure 4:  Expected Worldwide 3D-Capable Summary Forecast
36
Figure 5:  Optimistic Worldwide 3D-Capable Summary Forecast
37
Figure 6:  Conservative Worldwide 3D-Capable Summary Forecast
37
Figure 7:  Expected Unit Forecast - 3D Used for Gaming
38
Figure 8:  Optimistic Unit Forecast - 3D Used for Gaming
38
Figure 9:  Conservative Unit Forecast - 3D Used for Gaming
39
Figure 10: Example of 2D Game (Garage Games)
42
Figure 11: Nintendo DSi
50
Figure 12: The PlayStation Portable Model PSP-3000
51
Figure 13: The Hitachi Wooo H001 3D Cell Phone
54
Figure 14: The iPod Touch Shown Presenting an Anaglyph 3D Image using the Wazabee 3DeeShell for the iPhone (Spatial View)
54
Figure 15: The Samsung 3D Cell Phone
55
Figure 16: Sharp 3D Cell Phone
55
Figure 17: 3D Display Devices Under Development at ITRI
56
Figure 18: Samsung’s 3.3” AS-3D OLED Prototype
57
Figure 19: Solid Eye Gaming 3D Viewer for the PlayStation
58
Figure 20: The PSP used in a Stereoscope
58
Figure 21: Masterimage Telson Hand Held Game with a 3D Display
58
Figure 22: Sharp Actius 3D Laptop
60
Figure 23: Netbook with iArt3D Screen.
60
Figure 24: Suav HMD
68
Figure 25: Vuzix HMD
69
Figure 26: The eMagin HMD
69
Figure 27: Red – Blue Anaglyph Glasses
70
Figure 28: Infitec Glasses
70
Figure 29: Passive Polarized Glasses
70
Figure 30: Wireless XpanD Shutter Glasses
71
Figure 31: Wireless Shutter Glasses using the DLP Link Protocol (from Real D)
71
Figure 32: Wired eDimensional Shutter Glasses
72
Figure 33: Ostendo Curved Monitor
77
Figure 34: Philips Cinemascope LCD
77
Figure 35: UI Interference in 3D Perception
97
Figure 36:  Label Placement in Age of Empires III
98
Figure 37: 2D Selection Marquee in 3D Space (Source: NVIDIA)
99
Figure 38: Selection Marquee in Age of Empires II
99
Figure 39: Artificial Looking Scene in Age of Empires III
100
Figure 40: Bump Mapping Example (Source: Wikipedia)
103
Figure 41:  007: Quantum of Solace by Beenox / Activision
113
Figure 42:  Age of Empires III by Ensemble / Microsoft
115
Figure 43:  America's Army by U.S. Army
116
Figure 44:  Battlefield 2142 by DICE / EA
118
Figure 45:  BioShock by 2K Boston / 2K Australia / 2K Games
120
Figure 46:  Call of Duty 4: Modern Warfare by Infinity Ward / Activision
122
Figure 47:  Combat Flight Simulator 3: Battle for Europe by Microsoft Game Studios
124
Figure 48:  Command & Conquer 3: Tiberium Wars by EA Los Angeles / Electronics Arts
125
Figure 49:  Cryostasis: Sleep of Reason by Action Forms / 1C
127
Figure 50:  Crysis by Crytek / Electronic Arts
129
Figure 51:  FIFA Soccer '08 by EA Canada / EA Sports
130
Figure 52:  Flight Simulator X by Microsoft Game Studios / Microsoft
132
Figure 53:  Lord of the Rings: Battle for Middle Earth II by EA Los Angeles / Electronic Arts
136
Figure 54: Madden NFL ’09 by EA Tiburon / EA Sports
137
Figure 55:  NBA Live '08 by HB Studios / EA Sports
139
Figure 56:  Need for Speed: ProStreet by EA Black Box / Electronic Arts
141
Figure 57:  NHL '08 by HB Studios / EA Sports
143
Figure 58: Star Wars: Battlefront II by Pandemic Studios / LucasArts
144
Figure 59:  Star Wars: Empire at War by Petroglyph Games / LucasArts
146
Figure 60:  Tiger Woods PGA Tour '08 by EA Tiburon / EA Sports
148
Figure 61: Tomb Raider: Anniversary by Nixxes Software / Eidos
149
Figure 62:  Stereoscopic 3D (NVIDIA 3D Vision) Settings Menu in World of Warcraft
151
Figure 63:  World of Warcraft by Blizzard
152
Figure 64: Avatar S-3D Video Game by Ubisoft Montreal
157
Figure 65:  Needs Analysis - Monitor - x-pol - 2009
171
Figure 66:  Needs Analysis - Monitor - x-pol - 2014
172
Figure 67:  Needs Analysis - Monitor - Page Flipping - 2009
175
Figure 68:  Needs Analysis – Monitor – Page Flipping - 2014
176
Figure 69:  Needs Analysis - Monitor - Two-Panel - 2009
179
Figure 70:  Needs Analysis - Monitor - Two-Panel - 2014
180
Figure 71:  Needs Analysis - Monitor - Active Retarder - 2014
182
Figure 72:  3D Capable Monitor Forecast - Worldwide (source: Insight Media)
189
Figure 73:  x-pol Worldwide Unit Shipment Forecast of 3D Capable Monitors
190
Figure 74:  Page Flipping Worldwide Unit Shipment Forecast of 3D Capable Monitors
191
Figure 75:  Two-Panel Worldwide Unit Shipment Forecast of 3D Capable Monitors
192
Figure 76:  Active Retarder Worldwide Unit Shipment Forecast of 3D Capable Monitors
193
Figure 77:  Expected - Unit Volume by Technology Worldwide
194
Figure 78:  Optimistic - Unit Volume by Technology Worldwide
194
Figure 79:  Conservative - Unit Volume by Technology Worldwide
195
Figure 80:  Expected Unit Forecast: 3D Monitors for Gaming
196
Figure 81:  Optimistic Unit Forecast: 3D Monitors for Gaming
197
Figure 82:  Conservative Unit Forecast: 3D Monitors for Gaming
197
Figure 83:  Needs Analysis - Laptop x-pol - 2009
200
Figure 84:  Needs Analysis - Laptop x-pol - 2014
201
Figure 85:  Needs Analysis – Laptop - Page Flipping - 2009
205
Figure 86:  Needs Analysis - Laptop - Page Flipping - 2014
206
Figure 87:  Needs Analysis – Laptop – Active Retarder - 2014
209
Figure 88:  Needs Analysis – Laptop – Autostereoscopic - 2014
212
Figure 89:  Needs Analysis – Laptop – OLED - 2014
215
Figure 90:  Worldwide 3D-Capable Laptop Forecast
223
Figure 91:  LCD x-pol Worldwide Unit Shipment Forecast of 3D Capable Laptops
224
Figure 92:  LCD Page Flipping Worldwide Unit Shipment Forecast of 3D Capable Laptops
225
Figure 93:  LCD Active Retarder Worldwide Unit Shipment Forecast of 3D Capable Laptops
226
Figure 94:  OLED Page Flipping Worldwide Unit Shipment Forecast of 3D Capable Laptops
228
Figure 95:  Expected Unit Forecast - 3D Laptops Used for Gaming
230
Figure 96:  Optimistic Unit Forecast - 3D Laptops Used for Gaming
230
Figure 97:  Conservative Unit Forecast - 3D Laptops Used for Gaming
231
Figure 98:  Needs Analysis - TV - x-pol - 2009
234
Figure 99:  Needs Analysis - TV - x-pol - 2014
235
Figure 100:  Needs Analysis - TV – Page Flipping - 2009
237
Figure 101:  Needs Analysis - TV – Page Flipping - 2014
238
Figure 102:  Needs Analysis - TV - Active Retarder - 2014
240
Figure 103:  Worldwide FPD TV Forecast (>30") (Source: DisplaySearch/Insight Media)
249
Figure 104:  Worldwide 3D-Capable PDP TV Forecast (Units)
252
Figure 105:  Worldwide 3D-Capable OLED TV Forecast (Units)
253
Figure 106:  Worldwide 3D-Capable RPTV Forecast
254
Figure 107:  Worldwide 3D-Capable LCD TV Forecast (Units)
255
Figure 108:  Worldwide 3D-Capable LCD x-pol Forecast
256
Figure 109:  Worldwide 3D-Capable LCD Page Flipping Forecast
257
Figure 110:  Worldwide 3D-Capable LCD Active Retarder Forecast
258
Figure 111:  Worldwide 3D-Capable TV Forecast
259
Figure 112:  Expected Worldwide 3D-Capable TV Forecast by Technology
259
Figure 113:  Optimistic Worldwide 3D-Capable TV Forecast by Technology
260
Figure 114:  Conservative Worldwide 3D-Capable TV Forecast by Technology
260
Figure 115:  Expected Unit Forecast: 3D TVs for Gaming
262
Figure 116:  Optimistic Unit Forecast: 3D TVs for Gaming
262
Figure 117:  Conservative Unit Forecast: 3D TVs for Gaming
263
Figure 118:  Needs Analysis – Projection Page Flipping - 2009
265
Figure 119:  Needs Analysis - Projection - Page Flipping - 2014
266
Figure 120:  Worldwide Consumer Front Projection Forecast - DLP
268
Figure 121:  Worldwide Consumer Front Projection Forecast – 3LCD
268
Figure 122:  Worldwide Consumer Front Projection Forecast – LCOS
269
Figure 123:  Worldwide Forecast 3D-Capable Consumer Projection
270
Figure 124:  Expected Unit Forecast - 3D Projectors Used for Gaming
271
Figure 125:  Optimistic Unit Forecast - 3D Projectors Used for Gaming
271
Figure 126:  Conservative Unit Forecast - 3D Projectors Used for Gaming
272
Figure 127: Schematic of Direct View System with Active Glasses
274
Figure 128: CRT with a Polarization Switch and Passive Glasses
277
Figure 129: Micropolarizer-based 3D AMLCD Architecture
279
Figure 130: A Hyundai Micropol Based 3DTV.
279
Figure 131: NuVision 3D Display with Two LCDs
280
Figure 132: Photograph of the iZ3d Two LCD 3D Display Monitor
281
Figure 133: Anaglyph 3D Image without Glasses
282
Figure 134: ColorCode Chromostereoscopic Image
283
Figure 135: Schematic of an Unmodified Projection System with Active Glasses
284
Figure 136: The ViewSonic 3D Projector.
285
Figure 137: Schematic of a Single Projector Installation with Passive Glasses
286
Figure 138: Polarization Switch from Real D
287
Figure 139: Schematic of a Two Projector Installation with Passive Glasses
288
Figure 140: Operation of Passive Glasses in an Infitec System
290
Figure 141: Anaglyph 3D Display and Sample Glasses
292
Figure 142: Examples of Head Mounted 3D Displays
293
Figure 143: Viewing Areas in a Multiview Display Previously Offered by Philips
294
Figure 144: Image Arrangement for a 2-View Autostereoscopic Display
295
Figure 145: Schematic of a Barrier Rib Autostereoscopic Display
296
Figure 146: Sweet Spots in an Autostereoscopic Display
296
Figure 147: Schematic of a Time-Multiplexed Barrier Rib Autostereoscopic Display
297
Figure 148: A Steerable Backlight 3D Display.
298
Figure 149: Autostereoscopic Display with Lenslets
299
Figure 150: Autostereoscopic Display with Lenslets Tilted
300
Figure 151: NEC Autostereoscopic Display with 2x Horizontal Resolution
301
Figure 152: Sample Image on the NEC Autostereoscopic Cell Phone Display
301
Figure 153: Multiview Autostereoscopic Display with Beamsplitters from SeeReal
302
Figure 154: Head Tracking in a Prism-Based Autostereoscopic Display
302
Figure 155: Operation of a Switchable 2D/3D Autostereoscopic Display
303
Table of Tables
Table 1:  Sample Criteria Definitions
23
Table 2:  Sample Analysis Score
24
Table 3:  Criteria Definitions for Single Player – All Technologies
30
Table 4:  Analysis Score - Single Player - All Technologies - 2009
31
Table 5:  Analysis Score - Single Player - All Technologies - 2014
31
Table 6: Multi-Player - All Technologies Scoring Definitions
32
Table 7:  Analysis Score - Multi-Player - All Technologies - 2009
33
Table 8:  Analysis Score - Multi-Player - All Technologies - 2014
33
Table 9:  Summary of Analysis Scoring
34
Table 10: Summary of Game Engines
44
Table 11: Summary of 3D Cell Phones
53
Table 12: Summary of 3D Netbooks/Notebooks
59
Table 13: Currently Available 3D Monitor Products (as of May 2009)
61
Table 14: Currently Available 3D TV Products
63
Table 15: Currently Available 3D Front Projector Products
67
Table 16: Currently Available 3D Personal Eyewear Products
68
Table 17: Display Technology Trends by Platform
72
Table 18: Gamer Profiles
81
Table 19:  S-3D Compatibility of Top Selling PC Games
85
Table 20: Game Engine Comparison Table – Detailed
94
Table 21:  S-3D Hardware Evaluation Summary Specifications
110
Table 22:  007: Quantum of Solace Requirements & Settings
113
Table 23:  Age of Empires III Requirements and Settings
115
Table 24:  America's Army Requirements and Settings
116
Table 25:  Battlefield 2142 Requirements and Settings
118
Table 26:  BioShock Requirements and Settings
120
Table 27:  Call of Duty 4: Modern Warfare Requirements and Settings
122
Table 28:  Combat Flight Simulator 3: Battle for Europe Requirements and Settings
124
Table 29:  Command & Conquer 3: Tiberium Wars Requirements and Settings
125
Table 30: Cryostasis: Sleep of Reason
127
Table 31: Crysis Requirements and Settings
129
Table 32:  FIFA Soccer '08 Requirements and Settings
131
Table 33:  Flight Simulator X Requirements and Settings
132
Table 34:  Half-Life 2 by Valve
134
Table 35:  Half-Life 2 Requirements and Settings
134
Table 36: Lord of the Rings: Battle for Middle Earth II Requirements and Settings
136
Table 37: Madden NFL '09 Requirements and Settings
138
Table 38:  NBA Live '08 Requirements and Settings
140
Table 39:  Need for Speed: ProStreet by EA Black Box / EA
141
Table 40:  NHL '08 Requirements and Settings
143
Table 41: Star Wars: Battlefront II Requirements and Settings
145
Table 42:  Star Wars: Empire at War Requirements and Settings
146
Table 43: Tiger Woods PGS Tour '08 Requirements and Settings
148
Table 44: Tomb Raider: Anniversary Requirements and Settings
150
Table 45:  World of Warcraft Requirements and Settings
152
Table 46:  Criteria Definitions for Single Player Monitors by Technology
170
Table 47:  Analysis Score - Monitor - x-pol - 2009
171
Table 48:  Analysis Score - Monitor - x-pol - 2014
172
Table 49:  Analysis Score - Monitor - Page Flipping - 2009
175
Table 50:  Analysis Score - Monitor - Page Flipping - 2014
176
Table 51:  Analysis Score - Monitor - Two-Panel - 2009
179
Table 52:  Analysis Score - Monitor - Two-Panel - 2014
180
Table 53:  Analysis Score - Monitor - Active Retarder - 2014
182
Table 54:  Worldwide LCD Desktop Monitor Forecast (Units) (source: DisplaySearch)
188
Table 55:  x-pol Share of Worldwide 3D Capable Monitor Market
190
Table 56:  Page Flipping Share of Worldwide 3D Capable Monitor Market
191
Table 57:  Two-Panel Share of Worldwide 3D Capable Monitor Market
192
Table 58:  Active Retarder Share of Worldwide 3D Capable Monitor Market
193
Table 59: Estimated Percentage of 3D Capable Monitors Used for Gaming
196
Table 60:  Criteria Definitions for Laptops – All Technologies
198
Table 61:  Analysis Score - Laptop x-pol - 2009
200
Table 62:  Analysis Score - Laptop x-pol - 2014
201
Table 63:  Analysis Score – Laptop - Page Flipping - 2009
205
Table 64:  Analysis Score – Laptop - Page Flipping - 2014
206
Table 65:  Analysis Score – Laptop – Active Retarder - 2014
209
Table 66:  Analysis Score – Laptop – Autostereoscopic - 2014
212
Table 67:  Analysis Score – Laptop – OLED - 2014
215
Table 68:  WW Laptop Forecast (Source: Gartner / iSuppli / Insight Media)
223
Table 69:  LCD x-pol Share of Worldwide 3D Capable Laptop Market
224
Table 70:  LCD Page Flipping Share of Worldwide 3D Capable Laptop Market
225
Table 71:  LCD Active Retarder Share of Worldwide 3D Capable Laptop Market
226
Table 72:  LCD Autostereoscopic Share of Worldwide 3D Capable Laptop Market
227
Table 73:  LCD Autostereoscopic WW Unit Shipment Forecast of 3D Capable Laptops
227
Table 74:  OLED Page Flipping Share of Worldwide 3D Capable Laptop Market
228
Table 75:  Estimated Percentage of 3D-Capable Laptops Used for Gaming
229
Table 76: Multi-Player TV Scoring Definitions
232
Table 77:  Analysis Score - TV - x-pol - 2009
234
Table 78:  Analysis Score - TV - x-pol - 2014
235
Table 79:  Analysis Score - TV – Page Flipping - 2009
237
Table 80:  Analysis Score - TV - Page Flipping - 2014
238
Table 81:  Analysis Score - TV - Active Retarder - 2014
240
Table 82:  Worldwide 3D-Capable PDP TV Forecast (%)
252
Table 83:  Worldwide 3D-Capable OLED TV Forecast (%)
253
Table 84:  Worldwide 3D-Capable RPTV Forecast (%)
254
Table 85:  Worldwide 3D-Capable LCD TV Forecast (%)
255
Table 86:  x-Pol LCD TV Forecast Share of 3D-Capable Market (%)
256
Table 87:  LCD Page Flipping Forecast Share of 3D-Capable Market (%)
257
Table 88:  LCD Active Retarder Forecast Share of 3D-Capable Market (%)
258
Table 89:  Estimated Percentage of 3D-Capable Televisions Used for Gaming
261
Table 90:  Analysis Score - Projection - Page Flipping - 2009
265
Table 91:  Analysis Score - Projection - Page Flipping - 2014
266
Table 92:  Worldwide Consumer Front Projection Forecast (Source: Insight Media)
267
Table 93:  Worldwide Consumer Front Projection Technology Breakdown
267
Table 94:  Percentage of 3D-Capable Consumer Front Projection
269
Table 95:  Estimated Percentage of 3D-Capable Projectors Used for Gaming
270
Table 96: Shutter Glasses - Unmodified Direct View Display (LCD monitor & PDP TV)
276
Table 97: Passive Polarizing Glasses – Active Polarization Switch on CRT Display
278
Table 98: ChromaDepth 3D displays
283
Table 99: Active Glasses with Unmodified Single Projector Display
285
Table 100: Passive Polarizing Glasses - Active Polarization Switch on Single Projector
287
Table 101: Passive Polarizing Glasses - Passively Modified Dual Projector
289
Table 102: Summary: Passive Chromatic Glasses – projectiondesign
291
Table 103: Head Mounted Displays
293
Table 104: Multiview Parallax 3D displays
303
Table 105:  Stereoscopic 3D "Compatible" PC Games
319

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