Sony Talks PlayStation 3 3D Update, Requirements

With Sony planning to update the PlayStation 3 to better support 3D visuals, the PlayStation.Blog caught up with Sony hardware marketing director John Koller during this year's 3D-obsessed Consumer Electronics Show to get a few more details.


Out of the box, the PS3 is great, because as many people know who are watching this, you don't need to do anything with your PS3. It's gonna take just a simple firmware update--most people do those firmware updates regularly--that's all it's going to take to acclimate [any] PS3 to 3D gaming.

You will need a 3D TV and glasses, but to...have that kind of complete experience with the PS3, it's just a simple firmware update.

3D Games
[3D versions of Super Stardust HD and Gran Turismo 5 Prologue] aren't confirmed, those are just demos [being shown at CES].

We are going to announce a [3D game] lineup soon. The first and third-party lineup is going to be substantial, it's a pretty robust list of IP, new franchises but also existing franchises [that] really kind of place the player in the game.

3D Movies

Movies will require a separate firmware update, that'll be...later in the year.

Chris Faylor was previously a games journalist creating content at Shacknews.

From The Chatty
  • reply
    January 8, 2010 3:45 PM


    • reply
      January 8, 2010 3:48 PM

      Shouldn't be much at all. I dint believe using 3d on a nvidia card is much of a hit.

      • reply
        January 8, 2010 4:45 PM

        It is a hit. You have to render twice as much.

    • reply
      January 8, 2010 3:55 PM

      That assumes you are rendering a scene twice. Which isn't necessary.

      • reply
        January 8, 2010 5:08 PM


      • reply
        January 9, 2010 8:03 AM

        Ummm yes it is definitely necessary. Two separate camera views are needed to display a 3D image, hence twice the rendering for a game. From my experiences with 3D Vision, there is always a 50% performance hit (or more) when using 3D.

    • reply
      January 8, 2010 4:43 PM

      There isn't any reason to assume that.

      It would require some additional filters in the rendering instructions, but only enough to correctly calculate the distance to an object and its various points, and the subsequent amount of 3D to apply to its shape.

      • reply
        January 9, 2010 7:59 AM


      • reply
        January 9, 2010 8:06 AM

        Getting past all that bullshit about "only enough to calculate the distance", no matter what, the end result is two separate renders being displayed to the viewer at once. The second render doesn't come out of nowhere; it takes just as much power to render the second angle as it does the first.

        • reply
          January 9, 2010 12:21 PM

          If it's using shutter glasses, no, it's not displaying two separate renders at once. It's displaying one render, and if if you are on timeframe "odd" it will map / filter / whatever based on distance for 'leftEye'. The next frame will have the filter / map / whatever applied for 'rightEye'. So it is only rendering the scene once, using mostly the same data. Sorry "the bullshit" is in fact the reality.

          • reply
            January 9, 2010 2:42 PM

            So, let's say you're running a game at 10 fps. Only one eye gets updated at a time? That must look really fucking weird when the other eye lags 100ms in the past (0.7 meters of distance at running speed).

            • reply
              January 9, 2010 2:45 PM

              Needless to say, I don't think it works like that. I think it renders the two frames from the same time in the game (as to not have the stereo image out of sync), which are then kept in the memory and displayed alternating as fast as the refresh rate allows until the next two frames are ready to be updated.

    • reply
      January 9, 2010 8:38 AM

      I guess at least some performance can be saved by rendering to both buffers object/texture at a time so there is only half the state changes compared to rendering frames in serial. Both frames have to be updated at the same moment anyway to not fuck up the stereoscopic image so there is no added lag from rendering them in parallel.

    • reply
      January 9, 2010 4:49 PM

      I guess it is a hit (which makes "3D" gaming even dumber if you ask me) but wasn't there a bunch of talk about Gran Turismo 5 running in 3D mode during CES and it was running full speed, with those graphics in that game it can't be anywhere near 50%... I'm thinking maybe one of the cells cores handles it or something.

Hello, Meet Lola