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Market Research Report

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

Published by Insight Media
Published December, 2009 Product code 104912
Content info 330 pages
Price
US $ 5000 PDF By E-mail (Site License)


2009 Stereoscopic 3D Gaming Report: A Comprehensive Analysis of S-3D Technology for Gaming published by Insight Media in December, 2009. This report consists of 330 pages and the price starts from US $ 5000.

Introduction

Abstract

The Need:

Stereoscopic 3D has re-entered the mainstream via Hollywood and several thousand cinemas worldwide. This new wave of 3D movies has, to date, successfully out performed 2D movies on a revenue per screen basis. So far, this renewed interest has not found its way from the Cineplex to the living room for a variety of reasons, such as the limited stereoscopic 3D content, the lack of standards for distributing 3D content and the overall availability of 3D capable displays. The exception, however, is gaming. Today' s gamers can enjoy well over 400 game titles in S-3D when using an appropriately equipped PC and one of the S-3D capable monitors. Very recent developments include the ability to play S-3D games on gaming consoles and a 3D-capable TV, the release of the 3D game Avatar, as well as the release of the first 3D capable laptop computers.

What are the implications of these developments and is this trend sustainable in the future? Is this type of gaming compelling to the consumer? What do gamers think of S-3D? What does it take to develop an S-3D game? Who are the decision makers and what would motivate them to invest in an S-3D game? What are the implications for the hardware makers? How many Monitors, TVs, Laptops and Projectors will be needed over the next 5 years to satisfy this growing market? Which 3D technologies are the most compelling and why?

Report Objective:

The objective of this report is to give product planners and technologists involved with display devices (LCD, PDP, OLED and DLP), display related products (Monitors, TVs, Laptops and Projectors), and those involved in the video game industry, such as console makers, game publishers, game developers and gamers themselves, a detailed analysis of Stereoscopic 3D Gaming.

This report provides details about the various S-3D display technologies, software requirements for game development, a comprehensive overview of S-3D games available today, the perspective of gamers having played hundreds of hours of S-3D games, a description of 3D technologies, and most importantly, a detailed forecast of the S-3D gaming market.

Highlights:

  • Overview of 2D & 3D Gaming Systems
    • Capabilities of the current generation of gaming consoles (Microsoft XBOX 360, Nintendo Wii, and Sony Playstation 3) and their ability to support S-3D gaming.
    • Capabilities of the current generation of handheld gaming consoles (Nintendo DS, Sony PSP and Apple iPhone/iPod Touch) and their ability to support S-3D gaming.
    • The role of the game engine and the implications of S-3D on the game engine.
  • S-3D Games in today' s market:
    • Discussion of the types of games in the market and the gamers that buy them.
    • List of S-3D compatible game titles.
  • Detailed analysis of the value proposition of S-3D gaming:
    • How we set-up an S-3D gaming system; including what went right and what went wrong.
    • S-3D hardware evaluation with monitors from Hyundai IT, iZ3D and Samsung (using NVIDIA' s 3D Vision System).
    • Results of extensive play of 24 titles in S-3D.
    • Gamer reactions to S-3D.
  • The Hardware to play S-3D games:
    • Overview of the various S-3D display devices available.
    • Overview of S-3D technologies and the industry status.
  • Overview of the Gaming infrastructure:
    • Descriptions of video game companies.
    • S-3D case studies featuring insights from Blitz Games Studios, Ubisoft and gaming parlor Eudemonia.
  • Market potential analysis and forecast:
    • Analysis of how to make S-3D gaming a part of the mainstream.
    • Detailed market needs analysis of Desktop Monitors, Laptops, Televisions and Projectors with Market and Competitive Assumptions, by year, to 2014.
    • 3D capable display unit forecast through 2014 by formfactor and technology

Methodology:

Insight Media' s approach to forecasting is unique and transparent. We have established a methodology of analyzing the market by considering the needs that are important to the consumer and by rating how well the products on the market meet those needs today and in the future. We use the results of these analyses to guide us in developing our forecasts. The transparency comes from the detailed explanation of all assumptions used in creating the forecast. We do not provide a number without a detailed supporting explanation.

Forecasts:

The forecast for monitors, laptops and TVs, and to a lesser extent, projectors, follows a similar analysis path. The steps are:

  • 1. Define the market needs criteria
  • 2. Evaluate the importance and how well the products meet the consumer expectations for each technology
  • 3. Develop price and performance assumptions for each technology
  • 4. Develop yearly market and competitive assumptions
  • 5. Develop TAM and penetration models
  • 6. Develop forecasts by technology
  • 7. Roll up forecasts

An example of our forecast for worldwide 3D-capable unit shipments by technology is shown in the figure. We provide forecasts for three scenarios, Expected, Optimistic and Conservative.

We go a step further and forecast not only 3D-capable displays, but also how many of them will be used for gaming, as opposed to some other purpose.

For the report, Expected, Optimistic and Conservative forecasts were created for both 3D-capable displays, with a second forecast that estimates how many of these displays are used by gamers. Forecasts for each of the following were created:

  • Monitors; x-pol, LCD Page Flipping, Two Panel and Active Retarder
  • Laptops; x-pol, LCD Page Flipping, OLED Page Flipping, LCD Active Retarder and LCD Autostereoscopic
  • Televisions; x-pol, LCD Page Flipping, PDP Page Flipping, OLED Page Flipping, Active Retarder and DLP RPTV Page Flipping
  • Projectors; Page Flipping (DLP, 3LCD and LCOS)

Who Should Buy:

  • Stereoscopic 3D gaming system developers and publishers
  • 3D entertainment content developers
  • PC, graphics card and supporting hardware/software suppliers
  • Notebook, monitor, projector and TV manufacturers and component suppliers
  • Active and passive glasses suppliers/developers
  • Internet, cable, broadcast and satellite delivery companies and supply chains
  • Investors looking for information to support due diligence

Table of Contents

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
  • 4.10 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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