What does 3ds look like




















Similarly, the power bump is yet to show what it can deliver. It currently means you can check your StreetPasses a bit quicker and have a smoother internet browsing experience, but it will be with New 3DS specific games like Xenoblade Chronicles 3D that we will really see what it's capable of.

It's important to note that this is not a generation jump from the original 3DS; it's more of an incremental upgrade. We are yet to see what support the New 3DS will get One feature of the New 3DS XL many would have liked to see upgraded, but hasn't been, is the resolution of its 4.

These remain at a pitiful x on the top screen x pixels per eye when using 3D and x on the bottom, which seems bizarre for a device on sale in That said, we were less fussed by this than we expected to be. For starters, resolution always seems less important for "typically Nintendo" style games, and once the 3D effect was running we barely noticed it as the experience is so different.

The New 3DS consoles are the best versions of the console we've seen, as you would probably expect for an upgrade at this point in its life-cycle. Had the system launched with this as its initial hardware it would probably have enjoyed a less turbulent first couple of years not that it's done too badly for itself on the whole.

However, the portable gaming market in is very different to that of , and many will question whether a dedicated handheld console is still relevant in the age of smartphones and tablets. The existing and huge 3DS and DS game library is also a massive advantage for the system over its more powerful rivals, whether tablets, or the likes of the PS Vita. If you're yet to join the 3DS party, the new generation is certainly the way to go.

However, with four-years worth of games out there, we hope you've got plenty of spare time. Users of the original 3DS who want a bigger screen, or 2DS gamers who want the 3D effect, would also probably be best served by going for the new models. If you're already the owner of a 3DS XL, the decision is less clear.

Yes, for cost of upgrading you could instantly benefit from the super-stable 3D and C-stick, but we're yet to see how much use will be made of the other enhancements. Will many developers really release games that need or make use of the extra processing power, buttons, or Amiibo support?

Unless you can't wait to get your fix of Xenoblade Chronicles 3D when it is released, we'd suggest waiting for a while to see what happens. Product page: Nintendo. LOG IN. Menu HOME. Search Query Submit Search. By Simon Crisp. Facebook Twitter Flipboard LinkedIn. View 43 Images. One of these tests involved a stereogram -- a pair of images -- of the same object at two different scales.

If you were to view each image separately, you could tell the two weren't of the same size. But when viewed together with each eye only seeing one of the two images, the viewer's brain would fuse the two pictures into a single image. And that image's size would be between the large and small versions of the picture he or she was looking at. Wheatstone also discovered that if a person has poor vision in one eye, the brain learns to dismiss the information that eye gathers.

It's actually possible to develop the skill to fuse images from both eyes with concentration. That's how Magic Eye pictures work -- they require effort on the part of the viewer.

There are other cues we rely on to judge depth, including how large an object appears to be in relation to other objects within our field of view.

But binocular vision is what makes 3-D imaging possible. By presenting each eye its own set of images, 3-D technicians can simulate what it's like to look at an actual, physical object. There are different ways to do achieve a three-dimensional effect.

Anaglyph systems use two different colors of light -- usually red and blue -- and special glasses that block one set of images to an eye while allowing the other set to pass through. Polarized systems have special glasses that only let light aligned a particular way to pass through to reach your eyes.

And active-shutter glasses have tiny LCD shutters that open and close in a pattern synchronized with a display. Each eye only sees one set of images and your brain does the rest of the work for the system.

But what about the 3DS? It doesn't use glasses. The secret of the 3-D power lies in the parallax barrier. The 3DS screen has a special layer on top of it that helps direct light in a particular way. The layer is a second liquid crystal display LCD in which the crystals can create barriers that channel light. When you turn the 3-D mode off on the 3DS, the crystals allow light to pass through freely so that both eyes receive the same image.

By moving the switch up, the 3DS adjusts the placement and width of the crystals in the parallax barrier, sending a different set of images to each of your eyes.

Your brain takes the two sets of images and incorporates them into a single picture with depth. One disadvantage of this method is that the 3-D effect only works for a relatively narrow viewing angle. If you were to hold the 3DS too far to the left or right, you would begin to see a double set of images, which can be disorienting. The same is true for anyone trying to watch you play a game -- they may just end up with a headache.

Because of the nature of the 3DS, most people will find it natural to hold the device at the right distance to get the 3-D effect. If the 3DS were a television set, you'd have to sit in just the right spot to get the three-dimensional effect. And developers must design games with two sets of images to take advantage of the three-dimensional display -- that's why older DS and DSi games won't show up in 3-D.

The basis of the parallax barrier is the lenticular display. You may have seen postcards or pictures that have a special ridged surface on the top. When you tilt the picture back and forth, the images appear to move.

The ridged surface directs light reflected by the picture to your eyes. There are actually several images on that one picture, it's just the ridged display only allows you to see one at a time.

By tilting the picture quickly, you create the illusion that the image itself is animated. The two cameras on the back of the 3DS allow you to take 3-D photographs.

Each camera captures an image. The 3DS combines the two images and displays them using the 3-D technology. You can store these images on an SD card. But don't expect to view pictures of your friends in 3-D on other devices -- they'll only be in 3-D on the 3DS. Back in the early s, the term virtual reality became a buzz phrase.

Two decades later, augmented reality appears to be following suit. The concept sounds like something out of a science fiction film -- using technology, we create an artificial layer on top of the real world around us. We fill this layer with everything from useful information to games.

So while reality surrounds us, there is also a fantasy world generated by technology present. The rise in popularity of smartphones has pushed research and development into augmented reality applications. There are smartphone apps that let you hold your phone's camera up to a restaurant in order to find out what the menu is like or how other people have rated the food, for example. Nintendo pre-installs augmented reality software onto the 3DS.

Fresh out of the box, you can play games that combine virtual elements with physical objects. Each 3DS comes with a pack of Nintendo cards. One of those cards has the familiar yellowish box with a question mark on it -- a staple in games like "Super Mario Bros.

Placing the card on a flat surface and activating the AR games menu item gets you started. The 3DS activates its rear-facing cameras.

You point the cameras at the card. Once the 3DS identifies the card and judges your distance from it, you'll see a virtual, three-dimensional box pop up on the surface of the card as you look at the 3-D display. You can interact with the virtual object in several ways. You can play a couple of different games that require you to move around and shoot virtual targets as you keep your cameras trained on the real card in front of you.

There's also a program that lets you draw images, which the 3DS renders as an object with actual depth. It will look as if your drawing is standing up on the flat surface that supports the AR card.

Using both cameras, the 3DS can gauge the angle and distance of the card by comparing the two sets of images, much the same way as we perceive 3-D with our own eyes. As you move the 3DS around the card, the cameras detect the new angles and distances and the 3DS adjusts the rendering of the virtual objects to match the new position. Move too close or too far away and the 3DS warns you to adjust back to the optimal distance.

The AR games only work with specific images. You can't point the 3DS at a building and expect to have a virtual game pop up. The processors will only work with patterns they recognize, like the box with the question mark on it.

If you lose the AR card, you can print out a replacement from Nintendo's Web site. The operations manual for the Nintendo 3DS contains a section on potential health hazards users might encounter while playing the Nintendo 3DS. One of those is seizures. According to the manual, about one in 4, people may suffer seizures as a result of looking at flashes of light. This sensitivity tends to decrease if the viewer is farther away from the source of light but with a handheld device that's not really an option.

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