Sonick

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  • in reply to: Sega 3D Games #17674
    Sonick
    Participant

      Hi Marqs, yes Framepacking would be another way to go, but it looks like top-bottom with a 45-line blanck between the to pictures. Didn’t do the maths, but this seems to be a too small gap to allow the second input frame to come in time, so it doesn’t solve the timing problems of the top-bottom solution.

      The more I think about it, the more I realize SBS is probably the best way to go (perfect sync with the input, no lag), but still it requires a buffer…

      in reply to: Sega 3D Games #17646
      Sonick
      Participant

        Here’s a video showing clearly the frame sequential 3D rendering of the Sega Master System

        in reply to: Sega 3D Games #17571
        Sonick
        Participant

          From what I’ve read, Sony PSVR takes 3D top-bottom and side-by-side input only, not frame/field alternative material. So we still need to convert our old sources to T&B or SBS…

          Our last hope is that Marqs adds a framebuffer in the next HW revision of OSSC. Which would be useful for other purposes as well, like more advanced (but still lag-free) desinterlacing (weaving/blending/smartbob…)

          Let’s launch a petition 😉

          in reply to: Sega 3D Games #17539
          Sonick
          Participant

            After having a much closer look at the whole source code, I’m afraid there doesn’t seem to be an easy tweak to achieve this with v1.6 hardware…

            Let’s assume we have a 3D frame sequential 240p60 input material (or, very similarly, field/line alternative 480i60).
            We get, sequentially 240 lines for the left eye, and then 240 lines for the right eye.

            I see two ways to generate a lag-free output usable by modern 3D renderers.

            Top-Down:

            The idea is to output 480p30, with the top 240 lines coming from one input frame (1/60th of a second), and the 240 bottom lines coming from the following input frame (1/60th of a second). Total takes 1/30th of a second.

            But:
            – After outputting the first 240 lines, the first line of the following input frame is not available immediately. A solution would be to buffer the first lines of the first frame, and to start the output with a slight delay, corresponding to the delay between the two consecutive input frames, but to do this we need a buffer, and it introduces a slight lag.
            – Needs to have an output timing different from the input timing, is it possible with the current architecture ?

            Side-by-side:

            The idea is to output 480p60 with:
            – even frame: left half = current input (line-doubled) (and simultaneously saved to L frame buffer), right half = coming from R framebuffer
            – odd frame: left half = coming from L framebuffer (=previous input frame), right half = current input (saved to R frame buffer)
            Zero lag. But we need a large buffer (even if L and R can be optimized to a unique framebuffer). Today’s 1 line buffer is not enough.

            There’s probably no room for a full framebuffer on the FGPA…

            in reply to: Sega 3D Games #17355
            Sonick
            Participant

              Not used to HDL programming…

              in reply to: Sega 3D Games #17321
              Sonick
              Participant

                Thanks. Went through it quickly, impressive job !

                in reply to: Sega 3D Games #17274
                Sonick
                Participant

                  Second thought: HDMI 3D Side by Side would be easier to output with zero-lag
                  Is the source code available somewhere ? I could contribute to help developing this…

                  in reply to: Sega 3D Games #17108
                  Sonick
                  Participant

                    +1 would love this feature !!

                    It’s not only about Sega 3d games (eg OutRun 3D on the SMS): there are also Famicom 3D games (eg Rad Racer), 3D DVD movies…

                    Converting 3D frame sequential (for progressive input material) (or field / line alternative for interlaced input) to HDMI top-bottom 3D seems in line with ossc’s zero latency.

                    With a 60hz input, the output would be two pictures with half the normal vertical resolution one above the other, either at 30fps fully updated, or 60fps with only one of the two pictures updated alternatively

                    It would be a unique feature !!

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