I heard that one problem with translating games into 3D is that you start to notice the shortcuts, i.e. a lot of things are flat planes textured to look 3D, but they really aren't. And with the "real" 3D effect you would notice the flatness.
What system was being used when you watched Avatar? I heard there are at least 3 of them in cinemas. One is polarized lenses (cheap glasses, separation is imperfect - they have to run a "de-ghosting" process, needs a shiny silver movie screen). Another is shutter glasses (expensive, works on a regular movie screen). Then there is Dolby 3D, uses some kind of "interference filter", in which I believe the light for left & right eyes use different spectrums of light but still look white. (essentially, the red green & blue are slightly different for each eye but you're not supposed to notice it)
I heard that one problem with translating games into 3D is that you start to notice the shortcuts, i.e. a lot of things are flat planes textured to look 3D, but they really aren't. And with the "real" 3D effect you would notice the flatness.
What system was being used when you watched Avatar? I heard there are at least 3 of them in cinemas. One is polarized lenses (cheap glasses, separation is imperfect - they have to run a "de-ghosting" process, needs a shiny silver movie screen). Another is shutter glasses (expensive, works on a regular movie screen). Then there is Dolby 3D, uses some kind of "interference filter", in which I believe the light for left & right eyes use different spectrums of light but still look white. (essentially, the red green & blue are slightly different for each eye but you're not supposed to notice it)