I've just been thinking about this, and wondering if anyone could shed some light. This is more or less aimed at 3D gaming scenarios rather than fixed-framerate sources like movies or TV.
In gaming, especially with PC gaming, you can get a variable framerate from one moment to the next. Now it's 60fps, now it's 57fps, now it's 62fps, now it's down to 34fps, back up to 46fps, etc. Seems worse when playing in 3D since it's effectively having to render everything twice, which causes a general hit to framerate most of the time.
My question is: How do active-shutter glasses compensate for this, and how effectively do they do it? I know there's live communication going on.. the glasses are being told when to open and close, which eye at what frequency, etc. But how effective is it at keeping up when the framerate changes? I'm sure the glasses can adjust their shutter speed on the fly, but is there lag involved, allowing some crosstalk through for a frame or two? Is it noticeable to the player?
I'm just curious, in how the hardware handles it at a technical level. Thanks.