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It was almost two years ago that we shot a video about a stunning ASUS laptop display.

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It used glasses-free 3D technology that was so cutting-edge that ASUS had to custom-build it into older machines

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so that we could see it without them revealing the other hardware that powered it.

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But you never saw that video. Long story short, NVIDIA decided that you guys wouldn't be able to tell the difference between gameplay,

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even gameplay footage, and benchmarks of an unreleased GPU.

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A GPU we weren't even using, so yada yada yada, video dead.

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But I'm still excited about glasses-free 3D technology,

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so we're finally taking a look at something very similar, but from Acer this time.

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Spatial Lab's view technology is just about everything we ever dreamed that a giant 3DS

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display could be. We did find some, let's call them, interesting decisions that we need to talk about later,

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but the effect is just straight up awesome.

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I mean, look at the way this segue pops out to our sponsor.

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Wow! Yo, that's so sick. Is that cool or what?

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Oh god, wow, it really makes you want to throw up when it's getting this stuff together.

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That's actually the first line after the intro that I was about to read.

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But it looks great. Once it kicks in, the effect is shocking.

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And we didn't script this. Jake just wandered on set and was like, oh, I'm going to try a thing because I'm a magpie.

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Yeah. It's pretty cool, right?

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While the pair of 27-inch displays that we're looking at today have only been available for a

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few months, the fundamentals behind this and older glasses-free 3D is pretty similar.

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First thing you need to do is sacrifice half of your resolution to produce the 3D effect.

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Though when you're starting with a 4K display, the result is a lot prettier than it would have

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been on your old Nintendo handheld. Also, unlike the 3DS, which used a parallax barrier technique and then later added camera-based

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eye tracking to improve the 3D effect on the new 3DS, these spatial Labs displays utilize

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a lenticular layer over the screen. You could think of it kind of like an array of cylindrical lenses that are all standing

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up in front of the screen. That, combined with camera-based eye tracking, lets the monitor adjust what each eye sees

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to give the best possible results. And I can even move around as fast as this without breaking the 3D effect.

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Starting to glitch a little bit. There.

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That's fine. And it handles even pretty extreme angles out there.

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It cut out still pretty darn good.

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Oh, I just realized we haven't told you what these are.

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We're using the Predator PSV27-2 gaming monitor.

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And then over on the other side is its twin brother who went to business school,

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the ASV27-2P Pro 27.

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Between them, I'm just going to rip this band-aid off. You're looking at about $5,000, which, for those of you counting at home,

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would buy you an RTX 4090 gaming PC, a Valve Index VR kit, and an iPhone 16 Pro.

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And, making matters worse, unlike the demo I saw two years ago,

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these are LCD displays rather than OLED, meaning that especially in fast-moving scenes,

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you're going to get a significant amount of crosstalk. But let's say you're still interested.

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Which one should you be looking at? To answer that, we could look at the spec sheets, except they're basically the same.

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We could tear them apart with the precision screwdriver kit from LTTstore.com,

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except they're loaners. And in fact, even the warranty is the same.

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So it turns out that most of the $1,000 difference is in the accessories,

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the software, and the gamery paint job.

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Despite their similarities, though, their capabilities are quite different.

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Here, let me show you. I'm going to load up the Spatial Labs Experience Center

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that comes with the Predator version of the monitor. We've got a model viewer, a video player, their true game,

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which we'll be taking a closer look at in a minute, and also Spatial Labs Go, which allows you to view full-screen 2D

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and side-by-side stereo content in 3D. Spoiler alert, that's going to save the day in a little while.

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First, let's try out the model viewer.

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This is out to hear from me. Which seems like a pretty average size.

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And then in terms of depth, I'd say it feels like it's about back to here,

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through the back of the monitor. And it's kicked back into 3D.

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Now, there's a menu, right, Jordan? Where you can adjust the depth.

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Yep. Whoa, here we go. Crank it up.

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Okay, max depth, 50. Not to 50!

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Oh, well, with the size of our model, it just doesn't really need any more depth.

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But potentially I could, oh, I could zoom.

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Whoa, buddy. That is hilarious.

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Okay, it looks like it's right here. It looks like I'm touching the end cap of this screwdriver.

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Right here. Oh, that is brain-breaking when it touches the edge of the frame,

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though, and completely breaks the effect. Also, there's a bit of a vignette effect in this software.

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So that just, oh, that really messes with my eyes.

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I'm going to have such a headache when we're done this video. I'm too close to focus on the object that's being spot out at me.

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That is sick. It looks like it's coming a solid 18 inches out of the frame.

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There's no way you'd want to operate it like this day to day, though.

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I'm telling Jordan about this, but he can't actually experience it.

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Because it uses cameras for eye tracking, well, it can only track one pair of eyes at a time, right?

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So if you were, you know, looking at this with your design lead or something like that,

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you'd basically have to have them come over and then I'd go, okay, okay, you look.

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It doesn't look very 3D right now. You done looking at it? Yep.

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Is it not working? I left. You left.

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No, no, come see how long the changeover is. I want to see how long the changeover is.

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Okay, that's 3D. 3D? Okay, my turn. Okay.

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Oh, yeah. There we go. Not bad.

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Check out the player next. Does this come up every single time?

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Every time. UAC doesn't every time, but the explanation does.

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Okay, brilliant. Okay, what should we do with this one? Load up a video.

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Okay. Browse or pick one of the two at the bottom there. Yeah, sure.

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As far as the actual stereo separation goes and the cleanness of the image goes,

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this is great. Like it's not good.

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It's great. I don't know that I would trade this for HDR because these are not HDR capable displays,

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but it's fun. I guess you got a little bit of this 3D effect if I'm like right behind you.

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No way. Get as close as you can. Get as close as you can.

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Oh, I lost it now. Dan, hang on. Hold on. What if you're right above me?

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Like does it align vertically? Like if I'm down here?

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Oh, yeah, that's pretty good. Really? Oh, I lost it. No, no, it was gone.

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Oh, I got it. 3D, okay, yeah. Yeah, I got it too.

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No way. Okay, so we can watch together as long as we're like this. Let me in your hair.

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Enough of this. Let's talk about True Game. Effectively, this is a wrapper around your other game launchers, Steam, Epic,

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GOG, Xbox Live, and it automatically applies a custom 3D profile when you use it to launch

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supported games. At the time of filming, that's just over 150 games and at least one of its two different 3D

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modes that boil down to that totally looks 3D and that kind of looks like a pop-up book.

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By the way, did you catch the glaring issue with that last sentence?

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150 games. Now, Acer says they're always adding more, but they are reliant on game developers

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approaching them to collaborate with them to create that custom 3D profile,

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which as you guys can probably imagine, doesn't happen that much.

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With that said, there's some really solid games on here.

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LEGO Star Wars? Let's go.

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Dude, Star Wars scrolling text is going to be sick. Oh god, that's awful.

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When it's cut off by the frame.

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Oh, okay. Yeah, we can skip this.

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Man, there is a really nasty shadow on some stuff.

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And some of the reflections from the floor seem just completely wrong.

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It is safe to say from my experience in this game that the fact that it's supported by True Game

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is no guarantee that it's going to be a quality 3D experience because

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I can see ghosts on both sides of objects and there are situations where

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their reflection in the shiny floor, I don't know how to describe it other than that.

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It's weird. Oh, okay.

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I figured it out. When you jump, your upside down reflection comes out of where your character model is.

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So it's above the floor. Oh, that is weird.

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Did you notice that? Yeah. I don't know if that happens in this game in 2D, but if it does, that's terrible.

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Let's try another game. Trying 2. That seems like a prime candidate.

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Trying was a big 3D vision game back in the day.

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The 3D works quite well in it. Oh yeah, the 3D looks freaking awesome in this game.

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And what's interesting is I'm not getting any of that weird cross talk.

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I think that may have just been down to that previous game.

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Like you're still going to get a little bit of motion blur compared to if you had an OLED,

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but the cross talk seems like it was just an issue with that last game

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and the way that it was handling something. I wish you guys were experiencing this with me.

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Like this is the kind of thing a friend comes over and you show them your like cool monitor

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that can switch into 3D mode and they're like, no way.

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And then you tell them how much you spent on it and they're like, don't worry.

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The eye fatigue is way less in this game, way less.

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This is so cool. It brings me back to the first time that I saw World of Warcraft in 3D vision.

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Like it blew my mind. But something I don't miss about that era was the limited game compatibility.

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Fortunately, Acer has a solution and it's Spatial Labs Go,

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which is an alternate mode to get unsupported games working.

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This works in any app or even game that supports side-by-side stereo rendering on its own.

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And on r slash stereo 3D gaming, we learned that you can even inject alternate shaders into some games that don't support it

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like SuperDepth 3D and get it freaking working.

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That really expands the library of games. So why don't we try Risk of Rain 2 here?

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I can already tell there's one weird thing about it. The menu is just behind the screen for no apparent reason

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and that unpleasant doubling of everything effect is...

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Oh, well, it was a thing in the menu.

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This seems totally okay. It's not the strongest stereo effect,

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but it definitely adds an element of depth to it.

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Like I can really feel the ground coming out toward me, even if I have no front projection, right?

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All I really have is depth into the screen. Tearing looks absolutely nasty in stereo 3D and that was always the case.

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It is one of the few situations where I would argue that

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pretty much everybody should be using v-sync. This is kind of awesome.

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Not going to lie, man. Like I... There's no way I'd spend too grand on it.

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But if I had it in front of me, I'd be like, oh, I'm enjoying playing this game right now.

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I would like to continue playing this game. You know what I'm saying?

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There are problems that come with using custom shaders, though.

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Not all games are going to support it. Anti-cheat does not like it.

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Yeah, that makes sense. As cool as it is to play like this, though,

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I have to wonder if the money would be better spent on a VR headset.

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Let's not think about that for now, though. First, let's take a look at the Pro display.

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Starting with the physical differences. On top of the beefier base,

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the bundle includes a mini PC mount and this very nice shroud that really is very nice.

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Like it attaches magnetically. It's got this nice little velvet in here

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that not only helps with glare, but also made a significant difference

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to the effectiveness of the various sensors on the top bezel, especially in a bright environment.

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But the big difference is not in the hardware. It's in the software.

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What can we do thanks to that extra thousand dollars?

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Well, for starters, as you can see, we cannot play games with True Game.

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Full disclosure here, guys. We actually got the Pro display first

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because we figured, well, of course, the Pro version will do everything

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that the consumer version will do and more, but the software detects which display you've got

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and insists on only installing the correct version

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before it will let you see a single pixel in 3D.

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Voxel? We were confused, so we reached out to Acer

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who confirmed that True Game is strictly consumer-facing.

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I think it's Acer who's confused, because only the Pro model supports

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Spatial Labs Experience Center Pro, giving access to things like developer support,

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plugins for Unity Unreal, game engines,

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plus Acer's own OpenXR and SteamVR bridge packages.

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But as useful as this might seem for game development, no.

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Acer intends this version for only big important tasks

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like medical imaging, education, GIS, showroom displays,

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pretty much anything but childish video games. The good news is you can still hack it with Spatial Labs Go.

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It's just that your mileage may vary thanks to its unofficial support.

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So let's give it a shot, shall we? How do I Spatial Labs Go it?

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Alt-G. Alt-G. Alt-G-B. Oh, God.

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Yeah, yeah. You don't want to see that. You don't want to see that.

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Give me a second to kick in. Don't. No, I want things to happen now.

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I guess your mileage may vary a part. Launch app.

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It's there. Yeah, I see it. Well, I don't know.

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It works sometimes, basically. Yeah, we had this working before.

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It's basically the same display other than an arbitrary function lock

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thanks to manufacturer boneheadedness. So bottom line, overall, this is still a category of products

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that I would be excited to see make a comeback, but it's one that I am starting to lose hope for.

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In the face of competition from VR headsets, usability, price, and convenience all need to take some major steps forward,

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none of which seem to have happened in the last two years. But hey, at least trying to looks great.

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So great that it makes me want to keep rooting for this technology.

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The way that I root for our sponsor. If you guys enjoyed this video, maybe check out

00:15:07.600 --> 00:15:11.120
all that wild VR treadmill that we tried recently.

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That was quite a sweaty experience.

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You
