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Originally Posted by
The Coop
You're confusing the 3D effect with what highly saturated colors do to the eyes (which is what I was referring to). Red is an intense color, unless it's dulled or muted with another color to tone down its intensity. When you use pure red hues, it bombards the eyes to the point that when you look away after a while, everything looks off color-wise until your eyes readjust from the oversaturation they'd been subjected to. This kind of color bombardment can also cause headaches and eye strain for some. The 3D effect can cause those things as well. And when you combine 3D with an intense color as the only color seen, the eye strain/headache factor is amplified. The same thing can happen when you have any similarly strong hue making up quite a bit of the screen; cyan, magenta, pure yellow, neon colors... these affect your eyes in the same way after a while when they're all you're looking at.
That's part of why web designers who know what they're doing, don't use red text on a black background. Sure, it looks cool and edgy, but it's not a pleasant thing for your eyes to be exposed to for any great length of time. Unfortunately, Nintendo didn't learn that lesson in time, and we got our Nintendo UPC Scanner 3000.
I must be in the minority, I can play Virtual Boy for hours and never get a headache, eye strain or even over-compensated color perception. I can look away from the Virtual Boy and everything is the right color.
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I read the article. That's why I said "if the emulators for the Virtual Boy are correctly showing the graphics," because when one of them overlaps the left and right images, it looked like the red/blue effect from older 3D comics/movies/games. It made me wonder if the VB lenses did something to or with that kind of signal. Yeah, the article didn't mention anything about that, but that doesn't always mean the article's right (no offense, Guntz). So, I covered my ass based on what I'd seen with VB emus.
See, my understanding has always been that the Virtual Boy uses a similar effect to what the Master System used with its 3D games; objects on-screen are offset by a varying amounts as the game rapidly flickers back and forth between the two versions (left offset and right offset) on the TV screen, creating the 3D effect as the left and right lenses of what you're watching through run in sync with the game image being displayed on the TV. The more an object is offset between the left and right versions, the farther back the object looks in the game. The less it's offset, the closer the object appears. Obviously, the VB is using a better version of the technique at a faster rate, but at heart, it's the same concept. This seems to be backed up by what you see in an emu like VBjin, when you switch from left only, to right only, with the display. You can see it on the title screen for Vertical Force, that background moves more than the game logo, and the logo moves more than the copyright credits. Maybe it's just the way that emu displays the game, but it fits with my understanding of the VB's 3D technique.
Emulators and real hardware are not alike, in any way. Don't judge the Virtual Boy by an emulator, that is horrible. The real VB has two completely separate and dedicated displays. It's like having two Game Boys sitting side by side. They are not shuttered or or layered. There's plenty of VB repair guides online that prove this. When you actually look at a real Virtual Boy, the 3D effect is 100% seamless, even with the oscillating mirrors. There are some people who cannot naturally focus on an artificial 3D image, but the average person has no difficulty.
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Originally Posted by
A Black Falcon
The VB is creating two simultaneous images, like the 3DS, and is not flipping back and forth like shutter glasses, no. It is the two screen images themselves that are offset (by the developer). You make each screen display the image offset so that when the two are combined it creates the 3d effect because of how eyes work. Of course, each "screen" is actually a single line that looks like a screen because of that 50hz oscillating mirror, but making a screen made up of single lines has been done before -- that's how Atari 2600 graphics sort of are drawn.
Yes, much of that is correct. It was up to the developer to make the 3D or not, it was definitely not an automatic feature.
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As for red, Nintendo chose it because it is a much better choice than brighter colors like white -- that'd be horrible! Blue and green LEDs weren't as good yet, also, thanks to LED development status, but red was supposed to be more bearable to look at than the alternative, and it surely is.
Yes, the red color was the best choice. Green and/or blue would have not been feasible, financially or functionally. LCD was still way too blurry to be of any use, the 3D would not have worked.