MTBS3D SiliconArts and @CubicleNinjas join the ITA! #VR
MTBS3D @jamesstewart3D moderating a panel with Palmer Luckey at Toronto International Film Fest @TIFF_NET. #VR #oculus #TIFF
MTBS3D Vireio Perception has gone positional! #VR #vireio
MTBS3D Super Moon in 3D, NBC's The Voice going VR! #supermoon #VR #TheVoice
MTBS3D Vireio Perception 2.0.4 alpha released with new features! #VR
MTBS3D Improved uploads/downloads section on MTBS!
MTBS3D NextVR raises $5 million investment! #NextVR #Samsung #Oculus
MTBS3D Samsung and Oculus VR announce Gear VR innovator Edition. #GearVR #oculus
MTBS3D Two Haptics minds thinking alike! #VR
MTBS3D Final 48 hours for @Cyberith Kickstarter! #VR #kickstarter
MTBS3D Perception Neuron at Siggraph! #Noitom #VR #Siggraph
MTBS3D RT @official_ita3d: ITA welcomes John Gaeta and Habib Zargarpour as new advisory board members! #VR
MTBS3D Interview about VR with CTO of @DWAnimation and @jonpeddie! #VR #Dreamworks

Microsoft Hinting at S-3D Support in DX11.1

DirectX 11 Logo

Tremendous find by MTBS power-user DmitryKo!  Looks like Microsoft has officially acknowledged stereoscopic 3D support in the upcoming Windows 8 DirectX 11.1 release.  It's just a preview document, and there are more unknowns than you can shake a stick at, but it could mark a major breakthrough for native stereoscopic 3D support in PC gaming.

Awhile back, MTBS met with Microsoft to talk about DirectX potential with stereoscopic 3D, and their interest goes well beyond gaming.  It's actually the simple things that DirectX can effectively solve: like windowed 3D support, 3D video chat systems, and more.  While this is a supposition on our part, native stereoscopic 3D in DirectX would quickly erase forced brand preference, and help increase compatibility with multi-GPU systems.

Native or not, DirectX still leaves artistic choices in the hands of game developers, which doesn't always guarantee the best 3D experiences.  It's also possible that 3D support in this path is limited to the DX11.1 spec and won't work with games targetted to DX9 and DX10 systems (even natively written).  We'll have to see how things progress!