I was discussing this with a friend. He said 3D polarized glass means a drop in vertical resolution, since you have to show both pictures at the same time. Other than that and the fact that you are wearing glasses, there seems to be no real downside.
Yeah the vertical resolution drops to half way, so you get 540 pixels on a fullHD 1080p monitor. And considering how shitty we all know that the 512x512 textures look like, I'm not sure if I want something like that.
On the other hand, every VR solution has a tradeoff. Oculus splits the screen from the middle so you get half the horizontal resolution. Active shutter glasses are pretty decent but they rape your eyes far more than any other VR glass and they need to be charged.
Good thing about passive glasses is that you don't need any batteries, multiple people can watch something on it without needing any connection like oculus and passive glasses are pretty cheap.
Modern games, videos, apps have almost all kinds of VR support. Although you're right and it should be researched if stuff like max maya and blender support stereoscopic viewports before jumping into VR modelling fantasies.
A quick google search I did turned up some relevant links, you might want to start from here. https://www.blender.org/forum/viewtopic.php?t=17146 https://www.cgl.ucsf.edu/Outreach/technotes/3dvision.html http://3dvision-blog.com/forum/viewtopic.php?f=7&t=2172
>>511341 Oh so they use active shutter, which shut the eyes one by one really fast so it syncs with the screen. Doesn't that hurt the eyes ? I got bad feedback from a couple of people who use that stuff as they can't stand it more than 5 minutes
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