1980s , released in 1987 for Japan only
Sega released the world's first commercial stereoscopic video game,
SubRoc-3D, in 1982. This
arcade game introduced an
active shutter 3D system, jointly developed by Sega with
Matsushita (now Panasonic). In 1983, the first model of the
TomyTronic series of gaming laptop LCD game & watch-type stereoscopic 3D was released by
Takara Tomy. A 3D imager for the console
Vectrex vector, a pair of 3D glasses using a rotating color wheel synchronized with the display was released by Smith Engineering in 1984.
Battle Bird, developed by
Irem, was released in Japan in January 1986, and demonstrated at
London's
Amusement Trades Exhibition International (ATEI) show the same month. It was a
space shooter that used Irem's 3D Vision system, which displayed stereoscopic 3D color graphics using a complex 3D system consisting of a
dual-monitor setup, a
half-silvered mirror, and a viewer with a
polarizing filter for each eye. Upon its debut in early 1986, Mike Roberts of
Computer Gamer magazine called it "the best example of the 3D effect that" he had ever seen. In 1987, the shutter-based
SegaScope 3D Glasses for the
Sega Master System home console was released, and the
Famicom 3D System for
Nintendo's
Famicom (NES) was launched only in
Japan but met with limited success. The
Taito Z System arcade game
Continental Circus, the first stereoscopic 3D
racing video game, also released in 1987. The SegaScope 3D, Famicom 3D System and
Continental Circus all used active shutter 3D glasses. In 1988, the X-Specs 3D glasses including 3D game SpaceSpuds for
Amiga were brought out by Haitex.
1990s In 1991, the
Sega VR was announced and demonstrated, a
virtual reality helmet that was never distributed. In 1993
Pioneer released the
LaserActive system which had a bay for various "PAC's" including the Sega PAC and the
NEC PAC. The unit was 3D capable with the addition of the LaserActive 3D goggles (GOL-1) and an adapter (ADP-1). The
Virtual Boy was brought out in 1995, a console equipped with a virtual reality helmet that provided a stereoscopic rendering of 384x224 pixels per eye in monochrome (black and red) and for which 12 games were available in late 1995. Marketing was a dismal failure and production was halted in late 1996. SimulEyes PC VR goggles (a consumer version of
CrystalEyes), bundled with the game
Descent: Destination Saturn, was released in 1995. In early 1997,
Sega demonstrated an early
glasses-free 3D display system, called the Floating Image System. It displayed 3D imaging based on a multi-layer parallax system, and was presented by
Sega AM3's general manager
Hisao Oguchi. Metabyte produced Wicked Vision the first driver that made a half-resolution stereo (sync doubling) of more than fifty gaming PC (Glide, Direct3D and miniOpenGL)
3Dfx Voodoo2 graphics card with infrared glasses H3D in 1998. A year later, Elsa Revelator released a similar driver for
Direct3D that provided full resolution (page flipping) for stereo 3D on different graphics cards.
2000s by
Sony, mounted on a clear head The
GameCube (and
Game Boy Advance to a lesser extent) had been built with Stereoscopic capabilities in mind, however the cost for the liquid crystals technology were prohibitively expensive at the time to make commercial sense. In 2001, NVIDIA brought out a driver based on
Elsa technology that supported different types of glasses and screens, but only with their own graphics cards. The PUD-J5A for the
PlayStation 2 was released in 2002, which incorporated virtual helmet technology (
Glasstron) and was sold exclusively on the internet in Japan. It weighed , and used two screens of 108,000 pixels each (probably 450x240 pixels) and had a single game (
Energy Airforce Aim Strike!). In 2005, the game
Metal Gear Acid 2 was released on the
PlayStation Portable from
Sony with a stereoscopic rendering via the "Solid Eye" accessory that included a stereoscope lens cardboard that could never be reused. The EyeFX 3D shutter glasses for the
PlayStation 2 was produced by SplitFish Gameware in 2006. This plugged into a joystick port of the console and added support for stereoscopic 3D in ten existing games. The
3D Vision kit for the latest generation of NVIDIA graphics cards was brought out in 2001, and combines a pair of LC shutter glasses as well as a wireless infrared transmitter connected to a USB driver for Windows.
2010s In 2010, stereoscopic support for the PlayStation 3 was released via an automatic update of firmware. The new software includes a function for detection of 3D displays and a stereoscopic frame-buffer support. The first games in stereoscopic 3D included
Wipeout HD and
Super Stardust HD and coincided with the release of the 3D TV
Bravia brand also by
Sony. In the same year, a 3D Surround kit was brought out that works with the
3D Vision and several NVIDIA graphics cards with stereoscopic 3D support. The AMD HD3D added
HDMI 1.4 support on ATI graphics cards for games in stereoscopic 3D using the drivers provided by
iZ3D 3D stereo also in 2010. In October 2010 Josef Kunz published the app 'Difficult' in the apple appstore, a skill game, that uses a
Side-by-side view, the first available 3D game for handhelds. The
Nintendo 3DS, the first handheld with an autostereoscopic display using a
parallax barrier and a resolution of 400x240 pixels per eye for stereoscopic 3D, was first produced in 2011. An
XL version was released in 2012, as well as the non-stereoscopic
Nintendo 2DS in 2013. This was followed by the
New Nintendo 3DS and its XL version in 2015. These have a feature known as "Super Stable 3D", which uses a sensor to detect the viewing angle of the player and adjust the autostereoscopic display as required to maintain the same stereoscopic effect at a wider viewing angle. ==See also==