I’d like to share a few thoughts about the use of sterescopic rendering and the evolution of graphics in the next years.
With the advent of the Directx 11 functionality, it seems that tesselation is the current big thing in graphics processing, but we’re also seeing an explosion of the use of stereoscopic rendering. And so I’m questioning myself if DirectX 11/OpenGL 4.0 aren’t a little off from the current developers and players needs.
To be honest, I’m yet waiting to see a good use of tesselation in a videogame, the only good example I know is the Unity Heaven benchmark and all the other games make poor use of it just for marketing purposes. But all this is somewhat understandable since this is yet a young technology which will take some time to be grasped by developers.
On the other hand, from what I know stereoscopic rendering is only provided as a driver functionality and in many ways is just an hack that doesn’t even fit on defereed renderers or on post-processing effects.
So the main question is, shouldn’t the GPU manufacturers and OpenGL/DirectX people focus on exposing some functionality to control the whole stereoscopic thing which is, in my opinion, currently more useful than tesselation?
I’d really like to see OpenGL taking the step forward by releasing extensions to do this kind of stuff but of course this also depends on the GPU manufacturers. Anyway, it should be a good oportunity for OpenGL to make its own contribution to graphics instead of just following the tail of directX (I’m just saying, I’m not an OpenGL fanboy).
Anyway, I’m just spitting out these ideias. Please feel free to comment and criticize.