Everybody who tried the Nintendo 3DS probably remembers the first time they saw the flat image on the screen extend into three dimensions, receding into the apparent depths of the system without using any special glasses. It’s a pretty magical technology moment… for about five minutes. That’s the upper limit for how long it takes most players to realize that the magic is broken if your head moves out of a very small window directly in front of the system. If you tilt the system ever so slightly in any direction, it’s the same result.
For years now, I’ve played my 3DS predominantly with the 3D feature turned off to avoid the inevitable headache-inducing blurriness when I leave the 3D’s magic “safe zone.” I’m not alone either; an informal poll of my twitter followers found that around half of those responding leave the 3D off for similar reasons.
So the best thing about the exhaustingly named “New Nintendo 3DS XL” (simply new 3DS from here on) is that it brings back the magic of those first 3DS moments in a way that’s comfortable and usable for long periods of time. What Nintendo calls its new “super-stable 3D” feature is easily the hardware refresh’s best selling point; it reclaims the promise of that first 3DS launch.
Super-stable 3D works by using the new 3DS’ front-facing camera to track the position of your head in relation to the screen, adjusting the display’s 3D output to show correctly at that particular angle. The tracking generally worked surprisingly well, following my position and adjusting the image with no discernible lag or blurriness no matter how fast I moved my head or tilted the system. The super-stable 3D can fail if you tilt your face outside of the camera’s range, but you have to really try to reach the limits of that range during normal play. There’s even a built-in infrared light that turns on to allow for head-tracking in low light environments.





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