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3DS's rendering resolution?
Old 01-14-2013, 01:08 PM
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Default 3DS's rendering resolution?

am i the one who noticed that on almost on all games, when turning the 3D completely off, the pixels on the top screen's text is becoming higher in PPI? (like more pixels/dots is being added between pixels to make higher PPI)
or in other words: running on 2D mode increase resolution?
*only horizontal pixels on the each letters on a text is added
*vertical pixels are the same on both 2D or 3D

but it's just make difference on text, graphics and character model are the same on both 3D nor 2D
Old 01-14-2013, 08:31 PM
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My opinion on image quality is the complete opposite. 3D looks MUCH sharper to me than 2D.
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Old 01-14-2013, 10:25 PM
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Quote:
Originally Posted by x3100owner View Post
am i the one who noticed that on almost on all games, when turning the 3D completely off, the pixels on the top screen's text is becoming higher in PPI? (like more pixels/dots is being added between pixels to make higher PPI)
or in other words: running on 2D mode increase resolution?
*only horizontal pixels on the each letters on a text is added
*vertical pixels are the same on both 2D or 3D

but it's just make difference on text, graphics and character model are the same on both 3D nor 2D
The 3DS technically operates at a 800x240 resolution (with 3D at max, 400x240 image to each eye.) Most games use the standard 400x240 resolution in 2D mode. However, some games (Zelda, RE: Revelations) use the full 800x240 resolution in 2D mode. This adds a psuedo-Anti-Alising effect, which is good, because the processor in the 3DS sucks at traditional AA.
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Old 09-09-2014, 05:42 PM
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Hold up. So the 3DS in 3D mode renders 2 400x240 images for your brain to fuse together. So if your brain fuses the two images, doesn't that mean you are seeing 800x240 resolution?
Old 09-09-2014, 06:57 PM
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Output resolution is 400x240, rendering resolution can be anything the developer wants, then downscaled to 400x240 for a fake anti-aliasing effect.
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Old 09-09-2014, 08:50 PM
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As far as I know, the 2 400x240 images are exported to your right and left eye. Your brain should theoretically fuse the 2 together to get 800x240 along with the 3D image.
Old 09-10-2014, 02:02 PM
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Originally Posted by AJ7_3D View Post
As far as I know, the 2 400x240 images are exported to your right and left eye. Your brain should theoretically fuse the 2 together to get 800x240 along with the 3D image.
No, the screen is 400x240 that is refreshing at twice the framerate than your brain can perceive, on top of which is the parallax barrier that directs every other frame to your left eye and every other frame to your right eye.

The brain can only calculate 72 frames per second at most (Usually games have either 60 or 30 FPS), so that means that the 400x240 screen refreshes at 120 FPS or 60 FPS, depending on what framerate the developer are going for.

I think?
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Last edited by Joba; 09-10-2014 at 02:06 PM.
Old 09-10-2014, 03:22 PM
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Quote:
Originally Posted by Joba View Post
No, the screen is 400x240 that is refreshing at twice the framerate than your brain can perceive, on top of which is the parallax barrier that directs every other frame to your left eye and every other frame to your right eye.

The brain can only calculate 72 frames per second at most (Usually games have either 60 or 30 FPS), so that means that the 400x240 screen refreshes at 120 FPS or 60 FPS, depending on what framerate the developer are going for.

I think?
Actually, the screen is 800x240, it displays a 400x240 image in 2D mode because every 2 pixels is doubled 2:1. In 3D mode, 2 slighty different images are rendered and emited out of every other pixel(400x240 each) while the parallax barrier blocks light from one eye. 2 400x240 images are then sent to your right and left eye where your brain takes the 2 images seen by your right and left eye(400x240 each) and combines them for the 3D image(possibly 800x240 3D image).
Old 09-10-2014, 09:14 PM
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Quote:
Originally Posted by Joba View Post
No, the screen is 400x240 that is refreshing at twice the framerate than your brain can perceive, on top of which is the parallax barrier that directs every other frame to your left eye and every other frame to your right eye.


I think?
You would be correct, if this were an "active" 3D effect, but it is "passive" 3D so it doesn't need to run at 120FPS, and it doesn't for most games.

Half of the pixels of each frame goes to your left and right eyes at the same time. The parallax barrier is the separator of the two sets of pixels.
Old 09-11-2014, 05:15 PM
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Basically what I said in the last post aside from the resolution. And the screen is still 800x240, the full resolution is possibly what you see when you turn the 3D on.

Edit:
This person from gamefaqs answered it for me.
Quote:
The 3DS's physical resolution is 240X800. That never changes. How many pixels you actually SEE with each eye (and what image they're showing) does change when you turn the 3D on. With the 3D on, each eye is seeing a 240x400 image. When your brain takes what each eye is seeing, assembles it and the "magic" has occurred, you're seeing what is effectively a 240x800 image.

With that said....

Even though you're actually seeing 240x800 pixels in 2D mode, it's effectively only a 240x400 image. The reason being is that the 3DS uses rectangular pixels, as opposed to standard square ones. This means that each pixel shape of the 3DS is the same height as a square pixel, but the width is half. However, along each horizontal row, each even numbered pixel is showing the same thing as the odd numbered one to its left, forming "partners" that effectively create a square pixel (so 1 and 2 are the same color, 3 and 4 are the same, etc all the way down the line to 799 and 800; each 2 identical rectangles form a square).

Concerning 3D and the effective resolution you see, that's a lot trickier. Sure, your brain is assembling what amounts to a 240x800 image (again, 240x400 for each eye), but the 3DS doesn't work by simply doubling an image. You're seeing two images- one with each eye- but they're slightly offset (the amount being determined by the intensity of the 3D). That's what creates the illusion of a 3D image. The "pixel partner" thing isn't happening anymore. You still are seeing a 240x800 image in all, but you can see MORE of the image than you can in 2D. Try adjusting the 3D slider back and forth while looking at a game (top down games like the new Zelda game or Ghost Recon work real well for this). You can actually see MORE of the picture to the sides, can't you? However, you're not seeing more physical pixels, you're just seeing more unique (non partnered) pixels.

It can be confusing, but understanding how the 3DS actually works is pretty cool, I think. Excuse my extended "nerd out session"!
http://www.gamefaqs.com/boards/99761...9971288?page=1

Last edited by AJ7_3D; 09-12-2014 at 03:09 PM.