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Old 05-18-2010, 01:29 AM
Robert A. Robert A. is offline
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Default PS33D.com Grand Re-Opening - Brace For The 3D Revolution!

Welcome to PS3 3D dot com, THE source for every bit of aggregate, up-to-the-minute headlines, rumors, and news regarding the seemingly "next-generation" 3D technology coming soon to the Sony PlayStation 3 console. With a publicly projected summer 2010 initial launch, Sony has ceremoniously announced their determined and unfaltering support for 3D technology, as have its industry competitors, Microsoft and Nintendo. But this isn't the first time the gaming industry has put forth an effort to implement a third dimension into our beloved video games, no. As most of our more mature viewers would know, 3D technology has been battling with acceptance into our modern, technologically-addicted consumer society for quite some time.

Whether or not we, the gamers, want this so-called "next-generation" 3D technology, well, we're gonna get it. At this point in the gaming-industry-game, it's really all too late for every company that has any minute connection to the gaming industry (which is almost every company in entire technology sector) to back out now. With millions of dollars, supplied by the deep-pocketed movie and gaming industries, pouring into R&D and advertising, 3D-capable TVs, 3D-utilizing Blu-Ray players, 3D-viewing stunna' shades (or sunglasses, for those not really familiar with Ebonics), and a deluge of supplementary products, services, and accessories already available in retail and/or currently in full mainstream production, it's only a matter of time before prices drop tremendously and this technology becomes reasonably (at least one would think) affordable for the masses to gobble up.

You may or may not be excited to hear that three-dimensional (also known as "3D" or "3-D" or "Three-Dee", for short, as you probably are well aware of, having been interested enough to visit our website just now) technology and likewise, gaming, is without a doubt the future foundation for gaming development, structure/design, and science; though it will be a laborious transition, with plenty of hurdles to overcome for this traditionally gimmicky, overly-cliché, and stereotyped technology, much has changed since classic 3D technology first entered the mainstream movie industry in the '60s, and made a grand re-appearance into the gaming industry during the '90s. With such nostalgic, but tragically corny recollections of the likes of movies similar to Back to the Future, and, in the same way, the hard-pressed, and as some would say, utterly failed, attempt at incorporating "fully pseudo-3D" environments and characters into games such as Star Fox and Virtua Fighter, both the movie and gaming industries took quite the beating in their relevant ventures.

Complaints and incessant nit-picking stemming from the introduction of the 3D technology were exceedingly steep in figures, and were in no way capable of simply slipping through the cracks and fading away with time. Taking advantage of simple red-blue, or magenta-green, plastic lenses coupled with a wee bit o' cardboard, these laughably goofy and cheap-looking 3D glasses, in very simple terms, took a pair of two-dimensional (yes, "2D", "2-D", or "Two-Dee" for short) tinted images and/or video and created a subtle illusion of depth and essentially established a pseudo-3D image to the viewer, by the combining and overlapping of the two images, of slightly varying perspectives, with both of the eyes.

However, criticism and overall dissatisfaction with the headache-inducing, eye and mind-boggling, epilepsy-activating, and tastelessly-constructed 3D nerd-branding glasses (which, in this day, are discretely distributed to oblivious children in our cereal boxes to serve as a constant reminder of how horribly wrong and distasteful we humans can be with fashion and style; remember, back in the cold rainy days of yesteryear, these mass-produced, asymmetrically-tinted-lensed 3D shades were the talk of the town), in conjunction with the overall apparent lack of focus by both the movie and gaming industries on quality content, in favor of ostensibly dysfunctional technology, proved to be the downfall of their respective, individually-undertaken, endeavors at advocating and enhancing 3D technology.

Consequently, it is quite plausible, and as numerous industry-analysts ascertain, very promising, that the current, 2010-rendition of 3D technology that is flooding the home entertainment world by brute force, may very well turn out to be the first time that 3D technology successfully takes root in our society and becomes a staple for entertainment in years to follow. With many of the technical limitations and nagging consumer complaints of former times adequately alleviated, by means of the revolutionary, genuinely game-changing (no pun intended) 3D-rendering engines that have been painstakingly (*cough*) developed, modern 3D technology is much more "3D" than our last-generation 3D technology ever hoped to be.

With the cooperation and mutual sharing of failed experiences, the foolhardy interest of corporate decision-makers in a historically doomed technology, and quite frankly, the mammoth of a bankroll the three are capable of collectively contributing, the massive gaming, movie, and entertainment media industries, a conventionally disjointed and unlikely trio, cannot and will not fail at producing the "next big thing" that will drain the pockets of the "sheeple" (read: "sheep" + "people" = "sheeple") of the world. These industries, in their prior wagers with "3D", comprised of the vast multitude of resourceful and innovative corporations of their heyday, struggled tremendously with the concept of 3D technology during the latter half of the 20th century; that struggle should amount to something, as Thomas Edison once so finely stated, "Genius is one percent inspiration and ninety-nine percent perspiration."

It's only a matter of time before 3D technology becomes the definition of the "cutting edge": becomes vastly embraced by consumers and producers alike, spurring further innovation and assimilation with other encompassing technologies, emerges as abundantly available and accessible to the entire modernized and technologically-adapted human population, and, when all is said and done, comprehensively matures and ultimately transforms into the defining material technological novelty, as opposed to a largely unattainable luxury, of our generation in the 21st century.
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