As someone who has gamed in 3D for well over a decade I can wholehearted say Fake 3D is NOT still 3D. OK it is '3D' but it is called fake for a reason. You can tell within seconds, I would argue instantly. I have little interest in 3D cinema so fake 3D might work there. It never has worked for gaming. OK it works but it is not true S3D and any non-cyclops can tell instantly.
Depth buffer is a totally different beast to ATW and ASW, where ATW and ASW predicts the pixels for missing frames, depth buffer removes information.
You need all the information from both eyes' representations for decent S3D. Not sure how you would achieve that 20% performance gains without some significant information loss. Eyes are fairly sensitive.
I am so concerned because this sounds just like depth buffer 3D to me. The article says depth buffer and the picture shows a *single*, as in
one single halo for a sphere! A sphere has infinite changes of depth. The only difference between this method and nvidia's depth buffer is that Oculus corrects the halo effect on the final pass. The perfomance boost with depth buffer was good sure, but information loss has a rude impact on image definition. As I said, you can tell instantly!
I said the above similar on the Oculus forums.
The reason I am so concerned is because I remember watching a Crytek dev discussing depth buffer for Crysis 2 and 3 and highlighting the performance gains. And we all know how that ended...
I was excited about ATW and ASW; this I am not.