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Is it possible (or maybe already implemented by someone) to configure the viewport to display stereoscopically at a set frequency dependent on the given screen refresh rate, while having the frequency channeled out as "sound" through the sound card (or maybe over IR or bluetooth) so to sync a stock pair of Liquid Crystal Shutter 3D glasses (LCS) like SegaScope or equivalent stock or "hacked" alternatives ? Hacking example, better hacking, Screen compatibility info pdf

or maybe directly over VGA and more good archaic info and SegaScope alternative

or maybe, since it's a monotone oscillation that's driving a binary outcome (left/right) ON/OFF, and a known frequency (if the max source refresh rate is applied and FPS is stable) it could be calibrated/synced manually without any direct power or initialization from the PC-GPU.

Maybe avoid Quad-buffered (aka CrystalEyes) Quad buffering 2 by NOT presenting the SAME, spatially displaced, image to both eyes, since in this "time-sequential" case, it isn't actually doable. It would make more sense to intermittently display realtime frames from each of the viewports (realtime-sequence).

NVIDIA Fast Sync ...and I'm on AMD, but the process can't differ much

Clean (simplified) explanation of Nvidias' pipes

Myths and Misconceptions of Frame Pacing / Alen Ladavac, Croteam / Reboot Develop Blue 2019

CRU Custom resolution and screen framerate overclocking utility, which could come into play and Guide

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I do wonder if some aspect of this is coming in 2.8 but considering how much fuss is made about View Ports, OpenGL modes and AMD vs Nvidia, I'd say there is a long list of reasons why Blender and GPU memory can't handle this sort of display.

In snooping around 3D and stereographic work, I was amused to see the viewport overlay report a red/blue shift that the Camera Tab can adjust under the Stereoscopy dropdown. I haven't kept my funky 3D paper glasses ever. Every view but rendered view makes some concession for a 3D workflow.

Concerning VR (about Summer 2017), I do remember seeing a discussion about enabling 3D/VR Blender workflow but whichever dev was in charge of that spitball talk was not too hopeful considering all the hardware variations that have to be negotiated. I'll be right behind you in line when the time comes though!

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