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Cinematic Game Graphics

CowboyRobot writes "LucasArts engineer Nick Porcino has an article detailing what to expect from graphics in the next generation of game systems including the "influence of cinematic realtime rendering, the promise of advanced lighting techniques and high-dynamic range images, the uses of the rendering pipeline, and the future of multiprocessor-based rendering and advanced geometry." These will allow run-time rendering of high quality backgrounds and characters, ultimately resulting in games that are closer to full-blown Pixar animations, allowing better narratives and more immersive user experiences."

323 comments

  1. Storyline! by BWJones · · Score: 4, Insightful

    Look, the graphics are important, but I must say. Story, story, story.. That is what is going to make a great game beyond any cool effects and such. This is especially true if games are going to become more immersive and be more "cinematic" in nature. Games like Half-life, Marathon, and Deux Ex were games that succeeded not because their graphics were the absolute cutting edge, but because they had reasonably good story lines. I would still like to see more in the way of character development and story progression, as the immersive environment depends much more on story than anything else. After all, how many of you remember the Infocom games?

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    1. Re:Storyline! by Anonymous Coward · · Score: 0

      I agree... games are always going to have better and better graphics, but if the storylines can't keep up with the graphics, then who cares?

    2. Re:Storyline! by a+rabid+platypus · · Score: 5, Insightful

      Storyline is all well and good, but I hate a gmae that locks me into a plot. Instead of dynamic graphics, I'd rather see dynamic plotlines. I'd much rather shape the progression of the story than be a mere rider on the train that goes down the rail of the plotline. That being said, I believe better graphic capabilities can lead to more interactive environments, which in turn can lead to more interesting ways of changing, or progressing the plot.

    3. Re:Storyline! by AKAImBatman · · Score: 5, Insightful

      What was the "storyline" fot Mario? Or Space Invaders? Or PacMan? Storyline is only important depending on the type of game. The real focus should be on FUN. If you find the game tedious, it doesn't matter whether it has the best storyline since War and Peace. Thankfully technology can provide us with more interesting simulations, larger expolosions, better feedback, and other adrenaline pumping features.

      Bridge Commander is the perfect example of how modern technology makes new games possible. Who *doesn't* want to captain a starship? Now if only other game makers would start building original and fun games instead of recycling the same old garbage.

    4. Re:Storyline! by Anonymous Coward · · Score: 3, Insightful

      Those games had simple stories. But good ones. In PacMan the story was "little guy is being chased by ghosts, but can turn the tables on them if he eats a special cookie".

      "Simple" isn't synonymous with "bad". "Complex" isn't synonymous with "good".

    5. Re:Storyline! by MistaE · · Score: 5, Interesting
      I agree with ya dude, but one thing that must be taken into consideration is that developers can't be carried away with a game focusing on narrative too much. I really don't think that gamers would like to play "interactive movies" like Xenosaga (I enjoyed the game, but geeze, the cutscenes were way too long and plentiful).

      The trick is going to be balancing the amount of graphical detail with story lines and such. We know that a game that combines the two in just the right amount is pretty damn rare, but I look forward to the days developers get it right.

      Personally, tho, I feel that one of the more important aspects is game play. You can have a beautiful game with an interesting story, but if you can't even stand to work inside of the world in terms of control and rules, then what's the point?

    6. Re:Storyline! by morgajel · · Score: 1

      Storyline is fine, as long as it can fit on one page of an old NES cartridge manual.

      Sometimes the simplest of storylines provide all the setting needed for a good game.

      I'd like to see a "getting back to basics" style game... side scrollers, overhead 2d like FFI, etc... Design the game and playability like that's all you had, come up with the design, plot, etc... THEN implement the graphical voodoo- get their priorities in check.

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    7. Re:Storyline! by AKAImBatman · · Score: 1

      You're describing a plot, not a storyline. The word "storyline" implies that the plot is developed in some fashion. Many of those old video games had a static plot, not a storyline.

    8. Re:Storyline! by Hogwash+McFly · · Score: 4, Insightful

      I'm not directing this at the parent, but I'm fed up of this whole Graphics vs Gameplay debacle. The two are not mutually exclusive people! For most people graphics would be a subset of gameplay. In most cases graphics are part of the gameplay. You see, with more realistic graphics, one can believe that they are actually there, driving that Goliath tank or commanding a massive army, hence the gameplay is improved. Graphics and Gameplay is not oranges and apples, more like clementines and tangerines.

      Disclaimer: Good graphics does not a good game make. However, most of the great games have good graphics (compared to what is/was technologically viable at the time - Pong had good graphics, Mario, etc.)

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    9. Re:Storyline! by Anonymous Coward · · Score: 2, Funny

      "Look, the graphics are important, but I must say. Story, story, story.. "

      Developers, developers, developers..

    10. Re:Storyline! by Randolpho · · Score: 4, Insightful

      You know... Story is great for some games... *story* driven games.

      But for games that have any replay value, it's gameplay that's most important. Half-life had a great story, but it stayed popular by offering a great multiplayer game as well. The most popular games, games like The Sims, SimCity, Roller Coaster Tycoon... all of these games have little to no story, and tons of fun gameplay. In short... Story is only important for certain genres.

      As for graphics being the end-all be-all of gameplay... Meh. I'll still be playing Solitaire. Of course... with the newest and bestest graphics cards, my SolMark benchmarks will be way off the chart. ;)

      --
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    11. Re:Storyline! by Saville · · Score: 3, Insightful

      Kind of like how Pong was so popular because of its story? Then Ms. Pac-Man totally had a better story, which is why it was so popular. Super Mario Bros. had the best story yet. Then there was Doom... Man, that Doom story took at least a paragraph to tell. It owned.

      Story is sometimes important, but it is possibly the most overrated element (maybe graphics are). Look at the FMV games that focused on story and Square's Bouncer. These are games that worried about story. Chris Crawford has been focused on stories for years and nobody remembers who he is... How did Deux Ex2 do with its great story? :) A story can't make up for medicore game play

      I don't think Half Life was even that popular on the console. Why not? Same story... Probably because FPS work best with the keyboard mouse so the game itself just wasn't as fun as it was on the PC. Half Life never even got a cartoon like Street FighterII. My point is even though Half Life was popular in a niche you know what games completely killed it in terms of popularity, even if you limit yourself to the PC? The Sims and Roller Coaster Tycoon. Those are fun "sand box" games. No story unless you want to make one up. Sports games like NHL Hockey 200x and party games like Eye Toy and Mario also do extremely well without stories. License games also do very well.

      Take a look at the top 30 games. You can see there are games in there with story elements like Ninja Gaiden (currently in 1st place), but is it at the top because there is compelling character development or because you get to be a Ninja? I'd say because it is cool to be a ninja. There is basically no story, at least no compared to a book, or even a sitcom for that matter. Doors open, hundreds of faceless ninjas pop out, and you remoreslessly kill them for 95% of the time you are playing the game. There is only a bit of down time to pace the game where you get story hints, right? Here is the story for Ninja Gaiden.

      The bottom line is games need to be fun. I'll admit I loved Half Life and I'm totally looking forward to the 2nd one probably because of the story, but the gfx, sound, and story are like icing on the cake. There needs to be a fundementally enjoyable experince there for the game to succeed. If they can give you a little break between levels to pace things out and put in a compelling story then even better. I thought Star Craft did that well. The thing you do is "Build a base and kill the other base", but with a story behind it. Same with Grand Theft Auto. "drive from point A to B", but sometimes you're picking something up, other times you're dropping something off.

      Worry about a fun game first of all and once you've got that get an advanced graphics engine and write a good story. Don't do it the other way around like Bouncer.

    12. Re:Storyline! by matthewcharlesgoeden · · Score: 1
      All a storyline needs is some good 'ol fashioned gratuitous nudity.

      C'Mon, I know you all wanted to see Mona Sax naked in Max Payne 2.

    13. Re:Storyline! by Daneurysm · · Score: 2

      >Who *doesn't* want to captain a starship?

      Now, I know in what context you said that, and what you mean...and I know I'm going to seem like a horrible prick, but...that just struck me as hysterical.

      That's just about the 'most slashdot' quote I have ever heard.

      ;)

    14. Re:Storyline! by chachob · · Score: 1

      example: Far Cry.

    15. Re:Storyline! by Elbeno · · Score: 2, Insightful

      Story and graphics are orthogonal. To me the real caveat here is realism for realism's sake.

      Realistic graphics don't make a good game, and "cinematic" doesn't have to mean "realistic" either. The best games have good gameplay, good story if required for the genre, but equally importantly, a distinctive, consistent graphical style - not necessarily (or even desirably) a realistic one.

    16. Re:Storyline! by XryanX · · Score: 3, Informative

      Pardon me, but I seem to recall the Mario games having a relatively in-depth storyline about Koopa kidnapping the princess and what not.

    17. Re:Storyline! by hawkbug · · Score: 1

      I agree - I love Mario games, and games that are fun. I HATE games that try to tell me a story. Why? I'm not the type of gamer who can devote hours at a time to playing and remembering a story. I like to sit down, blow stuff up or play a sports game that's fun, and then go do something else later. I enjoy games like Jak & Daxter that have a story line, but are mostly just fun.

    18. Re:Storyline! by grumbel · · Score: 1

      While I agree that fun is really important and should always be number one goal, the story line can be extremly important as well. Sure with Mario type games its not really important, but with adventure games, some rpgs or other dialog-heavy games it can play a major rule, ruin the story line and you ruin the game, no matter if the gameplay itself is good.

    19. Re:Storyline! by tomstdenis · · Score: 2, Funny

      Don't forget the part about being in another castle!!! That's the best part!

      Tom

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    20. Re:Storyline! by Anonymous Coward · · Score: 0

      sorry but halflife did not succeed because of its storyline, it succeeded because of counter-strike.

      halflife did not even have a very indepth storyline.. it was comparable to doom!

      Doom:you're the sole surviving marine on a spac station invaded by demonic aliens, find a way home.

      halflife: you're the sole surviving non-pencil-pushing-scientist in a research facility invaded by aliens, find a way home.

      halflife was a boon to the gaming society because of all the scripted actions, not because of the storyline.

    21. Re:Storyline! by danila · · Score: 1

      You can't improve stories as easily as you can improve graphics. A game is something which takes about 40 hours and, if we are talking about FPS (RPG), involves you running around and shooting stuff. There is only so much story that you can inject into the game and it has already be done. Half-Life, Max Payne, Mafia and other games are example of 100% good story. You can't make it better, or rather you can't predictably make it better.

      Graphics, on the other hand, can be improved and they will be improved until they hit reality level. Then people will start getting creative...

      Tell me, would you rather play a game with HL-level story and 100% realistic graphics or a game with some really really good (Nobel prize worthy) story, but with Half-Life graphics?

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    22. Re:Storyline! by bigman2003 · · Score: 1

      Well, since the original article was written by someone at LucasArts, I thought that a reference to Armed & Dangerous would be appropriate.

      Armed & Dangerous is a fun game. There is a story...but it's only there because it's funny. The graphics suck, but that's okay too.

      Armed & Dangerous is a good game because you get to kill a LOT of guys, and fire a LOT of bullets.

      Sometimes games need to be about that- lots of killing and explosions. We don't want to get dragged into a Deus Ex style story each time- where picking up the game and playing for 15 minutes just doesn't work.

      Another highly recommended game of this same type- Metal Arms. Awesome game.

      --
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    23. Re:Storyline! by darkpixel2k · · Score: 1

      The old bait and switch. Who would have guessed I could fall for that trick seven times.
      What a great plot twist. ;)

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    24. Re:Storyline! by Mycroft_VIII · · Score: 1

      Bridge Commander?!?! I'll agree that the concept, if fleshed out properly, would be cool. And it's a fun enough time waster, but frankly it's a good example of taking a vauge idea, building a quick proof of concept, and shipping it. It best redeeming feature is that you can create new starships and bridges for it.
      It too much the same thing over and over again, with really flimsy excuses to shoot up yet another bunch of craft, to claim it's got a plot or rational story line.
      It just struck what it reminds me of. It's like watching someone else play a video game. you sit there watching the other craft move around on the view-screen, and watch bolts go back and forth, and get to kibitz with guy actually doing the shooting and steering.
      The sad thing is the box implied it a lot more interaction with the crew and the rest of the ship. Meaningfull interaction that would have an effect on the storyline and plot. LOL what load of bs that turned out to be.

      Mycroft

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    25. Re:Storyline! by incubusnb · · Score: 1
      IMO, a game having a completely in depth storyline and superb Charactor interaction is a big Plus in my books, but i find alot of heavily story-based games are lacking one extrememly important feature, Interactivity, the ability to actually mold your charactor to the exact way you would act. Maybe you don't want to save the Princess, Maybe the world isn't worth saving to your charactor, maybe you don't want to be a part of the Story anymore, then where do you turn, the game gets boring and ends up on the previously Owned rack at EB.

      games like Morrowind and the upcoming Fable have it right, instead of Writing a Storyline and creating a world around it, they created a World and integrated a Story that you can choose to take part in, or turn your back and become a Ruthless Killer or whatever else you want. its your Story, made your way and based upon how you want to do it, and hell, maybe half-way through your game you decide that the main plot is worth doing and work it into your storyline.

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    26. Re:Storyline! by bubkus_jones · · Score: 1

      Exactly! That's why the Zelda games are among my favourite. I believe that they have some of the best stories ever written for games.

    27. Re:Storyline! by ryepup · · Score: 1

      Well, depending on computing power, they could be mutually exclusive. If you have some crazy multiple AI going on, that demands processor power. Now, I haven't been following graphics very closely, so all the good graphics might be done on the video card now anyway, and the CPU just feeds it the occasional change in viewpoint, but I'm pretty sure that the kind of AI and simulation that makes great gameplay takes a lot of horsepower. Did you ever play command and conquer generals? That game was very pretty, but it was tremendously slow when trying to play with multiple AIs. They tried to squeeze in both graphics and gameplay (or it was just shoddy code) and the game was mostly junk as a result. When the entire graphics system runs on the video card, then we'll start seeing really innovative gameplay. Having good libraries available for free or license are essential too. Some good, fast, debugged, flexible code would free dev time to do more interesting things. I guess that is a tall order, though.

    28. Re:Storyline! by James+Lewis · · Score: 4, Insightful
      I hear this from a lot of people and, no offense, but they don't know what they are asking for. The only way to have a truely "dynamic plot" in the way you speak of it, is to have a world you are plopped in to in the way that many single player RPGs are done. In that case, there really isn't a plot, you are making it up yourself as you go.

      Ever try one of those "choose your own adventure" books? They tended to be about 200 pages long, but the actual story would be at most 10 pages. It was dynamic in the sense that it gave you several different branches to choose from, but it was still static. You would often times come to a branch you had visited in the past. This could be done with games, but, just as it is with the book, the actual game play time to "beat" the game would be much less. With games, it is worse than a book, because as games get more sophisticated, the content becomes more time consuming to produce, and "dynamic" games become somewhat impossible.

      But I have failed to adequetly discuss the main problem with dynamic plots. A "dynamic" plot ISN'T a plot. A plot is by definition a narrative... something that is being told, and not influenced. If you are asking for a dynamic plot you are asking for a game without a plot. That's fine if that is a type of game you like, but you shouldn't dismiss plot driven games as restrictive or unimaginative. Think of all the great movies or books you have read. Did you ever feel that you wanted to influence those in anyway? Why should a game be different? Games offer the ability to make player feel a part of the plot more than any other medium, but not necessarily in control of it. In a game with a good plot, the motivation should be finding out what happens next, just as it is when you are reading a good book or watching a good movie. The only problem is that very few games offer anything better than a different version of the same plot that has already been told in a million games already. What's worse, even when game developers actually do manage to make a decent plot, most gamers are so jaded by the 100 past poorly written games they have played that they just skip through the storytelling sections of the game. They are focused on beating the game, and not playing it.

      I think it is silly that game developers, and players, have created so much hype about "interactive" and "dynamic" games. There's only a hand full of games that have been able to tell a fresh, interesting plot since the inception of games, and players and developers are basically throwing up their hands and saying, "well lets just not have a plot, and call it dynamic". Games need to figure out how to create and tell stories effectively before they start worrying about taking on ideas that are as man-power intensive as even a simple "choose your own adventure" type book.

    29. Re:Storyline! by Retric · · Score: 1

      Just a FYI graphics take vary little CPU time with most games. The do eat up memory and memory bandwith though. What eath's up CPU time in most games is eiter shity AI desgin or physics/game dynamics. But, with most games you DON'T want good AI becouse in most games if what your fighting has good AI it will own you.

      AKA, X-BOX chess, RTS, FPS, or pong with a good AI will own 99% of payers out there.

      What's fun is either escapeing into a world or dealing with beatable but interesting chalanges. Good AI and graphics will help with those goal's but there a small part of geting there.

    30. Re:Storyline! by davew666 · · Score: 0

      Pong had good graphics

      Compared to what - a book?

    31. Re:Storyline! by Trejkaz · · Score: 1

      "Give me full impulse power, I wish to catch up to this .. 'nerd disser outter'."

      --
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    32. Re:Storyline! by a+rabid+platypus · · Score: 4, Interesting

      Good points! Perhaps I should clarify what I mean by "dynamic". Dynamic as in there is a war going on, the actions of my armies influence the direction of the war and the types of missions I can under take. Note there is a general plot: war; however, I can work within the war to influnce and change it's outcome. Just becasue the game changes according to my actions doesn't mean it doesn't have a theme or "plot". It just means I have more control over the eventual outcome. Games that make me run the same missions, over and over are quite frankly, boring. Replay value is nill, and there is no real sense of accomplishment. In the type of game I just described replay value would be pretty good, as there are many ways to win a war. An example of a game that is too well defined would be Mech Commander 2. Pretty and a good premise, but the same missions. It would be better if the missions were generated according to my actions, and if I could do things inside of missions that would affect future missions. Just becasue a game changes, doesn't mean it doesn't have a theme or an overall plot. It just means I can reach those end goals MY way.

    33. Re:Storyline! by swankypimp · · Score: 1

      It's ironic, since LucasArts made several adventure games (Monkey Island, Sam and Max, etc.) that had good but not great graphics. The games are replayable ten years on because of storyline and sharp dialogue, not because everything was rendered in lifelike 3D. (In fact Monkey Island 4 and Grim Fandango can be frustrating because the pixelated 3D graphics make it harder to see levers or items.)

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    34. Re:Storyline! by LoudMusic · · Score: 1

      I'd rather see dynamic plotlines.

      Agreed! As much as I loved Ico, it was tiresome having to figure out their little puzzles and rooms exactly as they intended. How about just throwing together some architecture and a few tools to get around in it and let the player figure out their own way around.

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    35. Re:Storyline! by fullofangst · · Score: 1

      "Who doesn't want to captain a starship?"

      Me, if the starship is anything like as fragile as Enterprise. Useless bag of bolts. Falls apart at the merest wiff of 'photon' torpedos. And as for """ quantum """ torpedos, who was smoking what on that day?!

      Besides, captaining is stressful. You have to make all those crummy morality choices whenever something harsh happens. Much rather be the weapons officer, who simply shoots stuff at people all day long.

    36. Re:Storyline! by Mr.+Piddle · · Score: 1

      What was the "storyline" fot Mario?

      Mario and Zelda were more-or-less the same ancient princess tale, but they had really really fun characters, great worlds to visit, and great marketing build-ups in Nintendo Power, complete with teaser maps and compelling artwork. Quite honestly, no "ancient princess tale" games before or since has matched what Nintendo did for these games.

      Now that I think of it, Nintendo pulled a video-game "Power Rangers" or "Pokemon," which is quite the feat for a relatively expensive toy ($100+ NES + $50 games). What this means, however, is that there is only room for one "Pokemon" at a time (all other "Pokemon"-wannabes are exactly that: un-cool second-tier wannabes). By extension, this means that all the aspiring game developers aiming for this level of success are really building themselves up for coming in second, which is fine but not what people are asking for in this Slashdot discussion.

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    37. Re:Storyline! by tekunokurato · · Score: 3, Informative

      I disagree--games like Planescape Torment or the Fallout series had plot, it was just a more general plot outline and let you make a lot of choices along the way. "Post-nuclear villager seeks GECK to save his village, along the way encountering organized crime, disorganized crime, mutants, aliens, and civilizations, and eventually taking down the remnants of the Unites States Government itself!" That sort of general plot outline leaves a player with loads of choice but still guides the plot in its eventualities.

    38. Re:Storyline! by jrockway · · Score: 1

      Fun is good. I don't give a damn about storyline myself. I want to kill things with cool weapons. There are few feelings as good as running over four of your closest friends with a heavily-armoured SUV (Hellbender from ut2004).

      For me, UT is exactly what I want in a computer time. Lots of fun, good graphics, and an annoying announcer ("Vehicular manslaughter!" when you run people over :). The three UTs are the only games I've ever bought (or played for that matter).

      --
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    39. Re:Storyline! by LnxAddct · · Score: 1

      Sounds to me like you need the Sims :)
      Regards,
      Steve

    40. Re:Storyline! by obeythefist · · Score: 1

      Mafia had both awesome graphics and excellent storyline, but it didn't make such a huge impact. Any ideas?

      --
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    41. Re:Storyline! by obeythefist · · Score: 1

      I think Klingon Academy handled the aspects of controlling the starship better. You could quite easily let the crew handle just about everything, or you could give out specific orders if you felt that you needed them. You had similar options in Bridge Commander but it was a lot more cludgy.

      --
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    42. Re:Storyline! by Deraj+DeZine · · Score: 1

      Pong had bad graphics and it was not a fun game. There, I said it. Just because it was first doesn't mean it was good. Now Arkanoid, on the other hand, is a good game.

      --
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    43. Re:Storyline! by Mycroft_VIII · · Score: 1

      I never could get Klingon Academy to run, I probably should try again since last time was when I still ran win95. Could never get enough dos memory free. I couldn't get all the drivers in memory, even with relocating as much as possible to HMA and so on, and still have enough to run it. Running without the drivers wouldn't work eigther.

      Mycroft

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    44. Re:Storyline! by DrFalkyn · · Score: 1

      In the sense that you only have a limited time/budget, graphics and gameplay are mutalually exclusive to some extent. I remember Brian Hook, formerly of Id, then Verant, had a good article a while back on this topic on the now defunct VoodooExtreme. Too bad I can't find it. Anyway his point was that you either develop the technology, like Id did with Q3, or you develop content, such has Half Life and Deux Ex, which licensed their engines. If you try to do both you end up with colossal failures like Prey (anyone remember that one?)

    45. Re:Storyline! by Moraelin · · Score: 2, Informative

      I _think_ that what most people have in mind by "dynamic plot", really means "AI". The dream isn't to get a game lacking a plot at all, but one which more or less can addapt it to what you're doing.

      Same as if you're playing a PnP (Pen-and-Paper) game with some buddies, the GM (Game Master) will accomodate some deviations from what he had in mind. If noone wants to go talk to the dwarves next, the GM will come up with something else.

      Of course, that as such is impossible. But it maybe _some_ freedom wouldn't be that impossible.E.g., in Fallout 2, while you did generally follow the same plot, there were plenty of ways to solve each particular situation.

      To take my favourite example: the Navarro base. You could do the dumb warrior thing and do a frontal assault, guns blazing, and hope you take out the turrets before they take you out. Or you could be a diplomat and bullshit the guards that you're a recruit, bullshit the drill sergeant, bullshit the quartermaster into giving you armour and a weapon, bullshit the officer into just giving you what you came for, bullshit the mechanics into giving you the vertibird plans, etc. Or you could sneak in through the back door. Or whatever. Or a combination of the above.

      The GM also usually doesn't want to see you all dead. He'll adapt the enemies you meet to your level and skills better than any computer games. (That is, assuming the game even tries. Most don't.)

      I've yet to hear of any PnP game where you had to spend the month running around in circles, doing random battles for xp, because otherwise you're not ready for the monsters in the next area. Yet in computer RPGs it happens all the time.

      Heck, you could even decide to play a pure diplomat, and then the GM would probably let you talk the arch-villain into giving up instead of fighting him. Or solve the case and call the authorities, instead of fighting the villain yourself. Or solve some puzzle to blow up the villain's doomsday machine and lair, instead of a fight. Whatever.

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    46. Re:Storyline! by Anonymous Coward · · Score: 0

      I can honestly say that my memories of games are entirely independent of the graphics... In my head when I remember kings quest, half life or morrowind I just remember the game as I remember real life... fleshy characters and an intriguing environment... the graphics play a very small part in immersion... I can't remember a single polygon or pixel

      anyone ever try and walk around the far cry island and be immersed in a photorealistic land of "i'm gonna shoot you in the face" yeesh

      Mass (who can't be bothered logging in)

    47. Re:Storyline! by Zeriel · · Score: 1

      Just a nitpick, but "good AI" doesn't necessarily imply "skilled AI", after all--a "good" AI might be one that makes sure the player is always "challenged" without being overwhelmed.
      A "good" AI makes decisions that make sense without having to "cheat" by getting more resources etc. to make up for its tiny brain (like in most old-school RTS games).
      A "good" AI doesn't take up enough processor time to interfere with the game's smoothness.
      Finally, you might be surprised at how hard it is to design an unbeatable FPS/RTS AI without having it cheat (by moving faster than the human, for example). Even more recent RTS games annoy me because their AI gets a lot of mileage out of the fact it can issue orders to multiple units pretty much simultaneously, wheras I'm stuck with the mouse.

      --
      "America has done some terrible things. But I know that Americans don't cheer when innocents die." -Dave Barry
    48. Re:Storyline! by TXG1112 · · Score: 1

      I hear what you are saying about the "rail of the plotline". My problem with many games is that they are far to linear. Dungeon Siege is an excellent example of such a game. It had great graphics, and good game play but the player has no choices in the story. Compare to any of the Ultimas or Baldur's Gate 2. Plots are important, but for me, I like to have a choice in what missions or quests to do. When these choices effect the outcome of the game so much the better.

      I think of the Baldur's Gate 2 story as a spoke and wheel design. One gets to a point in the game and the player is presented with several choices as to what to do next. Some choices lead to new "plot hubs" from which additional plot choices are presented. The ability to go back to previous "plot hubs" is important to me, as I like to complete all of the quests for a given game.

      It seems to me that many of the "Greatest Games of all Time" have this non linear behavior.

      --
      I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered. My life is my own.
    49. Re:Storyline! by orasio · · Score: 1

      Kind of like how Pong was so popular because of its story? Then Ms. Pac-Man totally had a better story, which is why it was so popular.

      Well, one of the reasons why I kept on playing Ms Pac-Man for hours was the story, I thought it was fun, and wanted to know what happened next. Not to say the game itself wasn't fun.

    50. Re:Storyline! by fikx · · Score: 1

      I always wanted to see a game that had a plot layed out and happening, but didn't lock me in. Since I like to explore in games to much, I want my part to be optional. The plot is happening, but I can be elsewhere if I choose. I always thought this would be the ideal way to do the games based on a movie. I don't have to be the lead of the movie, but it would be fun to have that story playing out "over there" where I could go see it if I wanted. For my prefernce, it would be even more fun if I could get in the way...err..."influence" the major plot too.

      Are there any games like that?

      --
      AB HOC POSSUM VIDERE DOMUM TUUM
    51. Re:Storyline! by celimage · · Score: 1

      The word "Interactive" pops up a great deal. What seems to be evolving are 2 camps of media one active and one passive. Passive media like television and cinema take the viewer on a visual journey the flow of thoughts and emotions pretty much under the control of the film's producer. Interactive media like the internet, video games and reading require either cognitive or physical responses to stimuli induced by the viewer or media producer. I believe the ultimate goal of game creators is to create simulations of real life experiences. What most interactive media producers fail to realize is the need of an intermediary between the technology and the user. Even the simplest user interface requires time for a person to acclimate to. In the home environment the user is left on his own to develop his skill. However the creation of realtime cinema creates the possibility of a social dynamic occuring between the user and the game as well as the possibility of others interacting to the game via the internet networking. What is necessary, is to develop intermediaries that assist the learning curve and prevents predictable habits of behavior forming. In the late 70s early 80s I worked in a computer controlled planetarium. When we brought children into this sophisticated marvel we found they were unimpressed. We found that we had to create a guided environment so that they deal with the technology at their own cognitive level. I mentioned reading as an interactive media because the reader has to mentally create the images evoked by the words. Imagine if you had never seen a book and then had one put in front of you and were told to read it. Our parents and teachers have served as intermediaries between the media and our ability to understand it. I feel the video game industry has failed to develop intermediaries so the ability to create lifelike simulation visuals can be just a vacuous toy unless carefully handled and structured.

    52. Re:Storyline! by another_henry · · Score: 1

      What? Far Cry has a dynamic plotline? All I saw was a cheesy James Bond rip-off.

      --
      "Studies have shown that people who eat peanuts live longer than those who do not eat."
    53. Re:Storyline! by chachob · · Score: 1

      sorry for not being more clear, i was saying that in response to this:

      I believe better graphic capabilities can lead to more interactive environments, which in turn can lead to more interesting ways of changing, or progressing the plot.

      FarCry does have quite an interactive environment, and that is what i was talking about.

    54. Re:Storyline! by another_henry · · Score: 1

      Ah, true.

      --
      "Studies have shown that people who eat peanuts live longer than those who do not eat."
    55. Re:Storyline! by Anonymous Coward · · Score: 0

      Half Life's engine was original to that game. Valve made a killing on selling liscences to the engine to third parties.

    56. Re:Storyline! by metroid+composite · · Score: 1
      I object to claims that non-dynamic plot means no replay. Good and varied gameplay will often mean replayability (the main reason why I've played FFT and Super Metroid so much). Furthermore (and this is more subtle) just as scholars will read deep books many times, or re-watch groundbreaking movies multiple times, when a game's storyline is truly a work of art it can be worth seeing many times.

      Granted, I've only found one such game I consider worthy of study (Koudelka for the PSX) so it's the exception rather than the rule in gaming. Well...there's a couple others where I didn't fully understand the plot the first time through (like FFT) but that's not necessarily a positive quality....

  2. Which games have recent impressed you? by adamgreenfield · · Score: 2, Interesting

    This article makes for interesting reading for developers and gamers alike.

    On a more basic level, I can think of several games I have played that really impressed me graphicly. One that springs to mind (that got a mention in the article) was Quake III from id Software. Another game I remember being impressed with was WarCraft 3 from Blizzard (The way it let you angle the camara and sort of fly from an overhead view into tight third-person was awsome).

    With all the cinimatics we're seeing in games (both for the computer and the console) I can only begin to imagine what the future holds for this industry, but I think gamers can be sure of one thing. They definatly have something to look forward to :)

    --
    -Adam C. Greenfield
    1. Re:Which games have recent impressed you? by WWWWolf · · Score: 1

      Warcraft III wasn't impressive because I had gotten used to a completely free camera in Myth 2 and 3. =)

      Truth to be told, since Half-Life, no game has really managed to impress me with 3D graphics stuff. It was the first game to have great 3D-accelerated stuff for me, and after that, everything has looked more or less "really impressive". If you crank up the details in just about any 3D game after that, everything looks really nice. Some games only stuck into my mind as being especially beautiful (Max Payne, Myth III, Morrowind...) but there are also games that are technically rather "ugly" but nevertheless more than tolerable (Operation Flashpoint in general looks pretty bad, especially texture-wise, but graphics are still used to express things. Wow, lipsync and all.)

      The most recent game that amazed me graphically was Starfox Adventures. Great graphics overall, but it was the first game where I saw fur-like fur (at least in the closeups in cutscenes and menu, not in the actual game). Also, when going into combat, you get *depth of field effect*. Thingies in close combat are sharp, background gets blurry. Wonder why more games don't use simple tricks like this =)

    2. Re:Which games have recent impressed you? by Mycroft_VIII · · Score: 1

      Well since we're talking about graphics in modern games here I'm gonna through out a pet peve of mine about morrowind.
      Don't get me wrong it's a good game with incredible flexability.
      But why are the models and textures so crappy! I've downloaded Mods with new meshes and textures that positively blow away what comes included. they could at least publish an add-on that updates alot of them.
      And no it's not because when they started consumer computers couldn't render the better meshes. Some of the stuff I've downloaded has FEWER polygons than the ones they replace, yet go from looking like mid 90 console 3d to cut scene level. Rhedd's head's and some of the stuff in the female beauty pack for example. (Though in Rhedd's case I doubt there are many people who can do that good, let alone on so few pollies!)
      But then again, I do give them credit for makeing such mods possible, now If only It didn't require a $600-$3000 program for adding your own models. The mod community really needs a nif export plugin for blender and the other $100 programs.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    3. Re:Which games have recent impressed you? by Mycroft_VIII · · Score: 1

      error, poster(self) failed to preview, correction follows.

      final sentence should read:
      The mod community really needs a nif export plugins for blender and other sub $100 programs.

      sorry.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    4. Re:Which games have recent impressed you? by Anonymous Coward · · Score: 0

      Agreed. Rhedd's Heads, and Better Bodies are great. The latter makes the characters look as though they are people, not action figures.

    5. Re:Which games have recent impressed you? by CPlusPlusOwnsYou · · Score: 0

      Thingies in close combat are sharp, background gets blurry. Wonder why more games don't use simple tricks like this =)

      Lots of game programmers use this trick. When an object is far away, u dont need to draw all the polygons of the object because some of the vertices are so close together. So u can speed up the rendering by lowering the detail in objects that are farther away to put it simply.

      --
      "Software is like sex: it's better when it's free."
    6. Re:Which games have recent impressed you? by blincoln · · Score: 1

      Well since we're talking about graphics in modern games here I'm gonna through out a pet peve of mine about morrowind.
      ...
      But why are the models and textures so crappy!


      Probably because the game world is so huge - and all of it was created by hand, instead of algorithmically like the previous Elder Scrolls games.

      There are always tradeoffs in game-making. Another aspect of Morrowind that sticks out if you think about it is that nearly all of the story is told in text form, probably because it would have been prohibitively expensive and space-consuming to use quality recorded dialogue for all the possible story branches.

      --
      "...always new atoms but always doing the same dance, remembering what the dance was yesterday." -Richard Feynman
    7. Re:Which games have recent impressed you? by WWWWolf · · Score: 1

      Actually, no, this is different from Level of Detail and mipmaps.

      I'm talking about actually blurring the far-away objects, applying more blur as you go farther from the camera.

      This simulates the depth of field effect from photographs and vision in general. (depth of field is defined as the depth of "sharp" area when the lens is focused on specific distance.) Most computer games draw everything sharp, which looks slightly unnatural.

      Depth blurring is doable in computer games, but is usually not done because it increases the complexity of rendering - for example, you have to decide what the player is actually "looking" at the time, you can't simply blur everything that's too far away.

  3. LucasArts big innovation by Anonymous Coward · · Score: 0, Funny

    Is that Jar Jar Binks will now be able to appear in every game they produce. Imagine Knights of the Old Republic II... with Jar Jar! I'm already drooling like a Gungan in heat.

  4. And AI! by metalmario · · Score: 5, Insightful

    Nice graphics is a bonus, but if the AI is still as stupid as it was 10 years ago, who cares? We need better AI! It shouldn't be that hard. Take for example Morrowind - no AI at all. Even I can do better than that. ;)

    1. Re:And AI! by Soul-Burn666 · · Score: 2, Informative

      I haven't played it myself (not real GPU), but more than one friend of mine says the AI in FarCry is really awesome. If someone doesn't know, FarCry is an FPS situated in huge landscapes with a lot of stuff to interact with.
      When you hide for cover, the AI actually tells the enemies to change positions and then when you think you'll just pop out and hit where the enemies were, you'll be baffled to see they are actually hiding somewhere else!!!
      More than that, the same friend was in front of some werehouse and the enemies were situated in the back of it (inside). So instead of just charging towards you and blowing their cover as in most games, some actually fire suppressive fire while another troop went thru the back door, all around the werehouse and flanked him :)
      That's just awesome.

      --
      ^_^
    2. Re:And AI! by Saville · · Score: 2, Interesting

      What do you want from your AI? Do you want it to have feelings? Do you want the shop keeper's child to have been murdered by goblins the night before so that he won't give you the discount on your sword that your charismatic attributes you spent your level-up points getting are useless? Or do you want predicable AI?

      What do you mean by wanting better AI? If you mean you don't want your Peons to creat traffic jams for themselves when harvesting resources I agree because if I'm playing I told them to do something and they aren't doing it, but beyond that I'm not sure what you mean. Can you give an examples of where you want smarter AI to make the game more fun?

    3. Re:And AI! by chachob · · Score: 1

      there is really no AI involved in the situation you explained, because you are telling the comp what to do...the AI he is referring to would be the enemy civ that you are playing against in your scenario.

      when you are the brain behind the game, there is no AI there...the enemy is what needs an AI to function, because it doesnt have a human brain behind it telling it what to do.

    4. Re:And AI! by Anonymous Coward · · Score: 3, Informative

      I was about to say the same thing actually.

      Apart from the HL2 video, no 3D world has really made me think "that's a step forward" until I played Far Cry. I mean, I read about bump mapping, multiple textures, particle systems, and Far Cry has all that, and it rocks! The wave effect on the beaches is one of the best in game 3D effects I've ever seen.

      But you're right, it's the AI that sets it apart. There's no telling what people might do. And that even includes jeep and helicopters - the drivers respond intelligently to your movements. In a jeep driver's case, if you go off track, he'll get out his jeep with his buddy and look for you. Make a move, he'll hear you and come to investigate. It's the first game where silenced weapons actually seem worthwhile.

      Another nice touch; shoot a guy in a camp with a sniper rifle, and instead of looking at his body like muppets and doing nothing, the rest of the guys will shout a lot, and hit the camp alarm and come look for you.

      Best single player FPS I've played since HL - recommended. Play it at night with the lights off and you'll know exactly what I mean!

    5. Re:And AI! by Saville · · Score: 2, Informative

      In my RTS example there is AI there. I give orders at the highest level, then at the lowest level little indivdual characters screw them up and I am forced to micromanage due to bad path finding AI.

    6. Re:And AI! by S3D · · Score: 1

      The problem with AI , beside incredible techical and scientifc difficalties (Well, if we are not talking about sloppy path finding :) ) is that it's easy to market graphics, and difficalt to market AI. Screenshots(if they are not forged and shoe frame per second) and short demo is enouth to show publisher and prospective buyers that the game has great graphics. But how would you show off agreat AI ? The point of good AI is that it always behave at least sane, in all zillion of the game situation, and you wouldn't know it until you finish almoste all the game, and in this case you already bought it. Only MMORPG can market good AI, but they usually have more urgent problems - lack of content and bad balance. By the time MMORPG have enough content and figured balance it usually outdated and is not worth big investment. The only solution I could see is a middlware - third party AI engines, like physics engines sold now...

    7. Re:And AI! by danila · · Score: 1

      My feelings exactly. It's the first game I ever played to feature a human-level AI. At least if by human-level we mean as good as I am in this particular area - playing FPS games. :)

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    8. Re:And AI! by Soul-Burn666 · · Score: 1

      OH YEA it sells...
      If you have seen the HL2 demo vids and read the comments, you would have seen many people refer to the awesome[1] AI. The vid shows that the hero runs into a house and blocks the door with a box and then the enemy soldier tries to break it open while the other one shoots at you from the window. And that the allies AI is actually worthwhile. They will shoot and hide and follow your orders belieavably.
      Many people said this is an awesome step towards a really believable world.

      [1] Note: some people who have download and got the leaked HL2 code to compile say that this wasn't in fact AI as valve presented it but rather a standard cued effect. They have noted that even if you kill all soldiers which are near that door, it will still crash open for no apparant reason.

      --
      ^_^
    9. Re:And AI! by cliffiecee · · Score: 1

      Actually, if that scenario led to a sub-mission where I could avenge the child's death, and thus get a super-discount on all items bought at that store?

      That would ROCK...

    10. Re:And AI! by iNetRunner · · Score: 1

      Oh yes; a great game that was. Sadly I played only at 3/5 difficulty and it's finished now.. :(

      Well, I still feel the AI can be made much better.. I felt the enemies kept repeating some not that hot manouvers etc.. "Hiding" behind tries. Rushing towards me bit too openly. Also I didn't really feel that cover fire aspect. Maybe the enemy strategies would be just that little bit better (besides having crazy aim) at the "realistic" level. I, though whole heartedly agree that this game was the best in a long while..

      *Maybe I'll put on god mode and check the realistic AI.. I'm not that much of an masochist to try it extensively without little bit of cheating.. Maybe..*

      --
      Store with salt
    11. Re:And AI! by delus10n0 · · Score: 1

      Note: some people who have download and got the leaked HL2 code to compile say that this wasn't in fact AI as valve presented it but rather a standard cued effect. They have noted that even if you kill all soldiers which are near that door, it will still crash open for no apparant reason.

      Because it was a recorded demo played back at E3. If you watch closely, you can also see the boards break before the crowbar hits them (on that same video.) -- Valve has responded to all those comments, and they basically admitted they have some kinks to work out in their demo recording/playback rountines. Nothing to do with the AI, and the kicking in the door thing was not staged.

      --
      Not All Who Wander Are Lost
  5. at the rate PC games are pushing the market by the_2nd_coming · · Score: 5, Insightful

    low-impact game players like me are out of date in 3-6 months and can not play games until we upgrade our computers!!

    this is insane and why I like consoles.

    I mean I had a monster Fusion 3d card from the day it came out and it worked flawlessly until Black and white came out. after that I had to upgrade to a Gforce 2 GTS.

    in recent years, the gaming industry is moving to fast for me to keep up anymore.

    --



    I am the Alpha and the Omega-3
    1. Re:at the rate PC games are pushing the market by Nataku564 · · Score: 1

      I dont see how you cant keep up with the gaming industry ... I have a GeForce4 MX440 and I haven't noticed much of any kind of slowdown. Haven't tried Halo yet, but I would imagine it would work just fine. Pretty much the only thing I have had to do to keep up with the gaming industry is buy one of NVidia's second tier cards ( $50-$70 ) every two years or so. Very do-able.

    2. Re:at the rate PC games are pushing the market by the_2nd_coming · · Score: 1

      how about doom 3 or half-life 2?

      your card will be woefully unprepared for that.

      --



      I am the Alpha and the Omega-3
    3. Re:at the rate PC games are pushing the market by syrion · · Score: 1

      Have you played Far Cry yet? I have a feeling it will bring your card to its knees, at anything above minimum settings. It makes mine slouch a little at medium-high, and it's a Radeon 9800...

    4. Re:at the rate PC games are pushing the market by ols22 · · Score: 3, Interesting

      This is right on. Of course we should expect computing power to grow according to Moore's Law (although there was a recent article indicating this may fail soon for laptops: Wired).

      But if one looks into Moore's Law for Software (Googled) you find a different analysis. In short it looks like algorithm development has lagged sufficiently behind the computational power.

      So what does this mean for gaming? It seems developers are hanging onto old ideas and relying on the growth in proc speeds (and bus speed and etc. etc.) to enhance their graphics/rendering. Thus the improved visualization comes to the cost of the consumer by forcing them to purchase faster and faster computers. Now we can run the newest games on the tricked out settings only on the fastest/cutting edge computers. This trends seems to be getting worse recently indicating that Moore's Law for Gaming Software is indeed lagging Moore's Law for computing power. IMO...

    5. Re:at the rate PC games are pushing the market by bleckywelcky · · Score: 3, Insightful

      You say this is why you like consoles, but the simple fact is that graphics on consoles suck horribly. Think about it, what is an XBox? Just a computer. What kind of graphics chip set is in the XBox? Some sort of NVidia creation. Is that chip set evolving and getting better just sitting in the XBox? No. Is some magical NVidia or Microsoft Gnome running in your house every 6 months and changing the chip set out with a new one? No.

      The simple reason you are able to keep a console for 2 or 3 years and continue to play new games on it is because the graphics just simply suck. I'm sure if you play Doom 3 at 640 x 480 with half of the detail options turned off, it'll run fine too. But when you are comparing how well they run, you have the XBox running 640 x 480 with half of the detail options turned off, while you have the computer running at 1600 x 1200 with EVERYTHING turned on. You better see a difference in running performance... If you want your computer to last 2 or 3 years without upgrading, just keep turning the graphics levels down with each new game generation - problem solved!

    6. Re:at the rate PC games are pushing the market by syrion · · Score: 3, Insightful

      The graphics on the XBox "suck?" Did you think that three years ago? What's changed? Creating graphics that look like an XBox game still takes just as much effort as it did then, after all. Did Half-Life's graphics suck when it came out? No? Then why do they suck now? Granted, technology has advanced, but that doesn't affect the "quality" of graphics; it's really just the quantity of Purdy Effectz they can put on them. Granted, the PlayStation2's graphics aren't as good as even the XBox, but I can very easily put in Dark Cloud 2, Rygar, Gran Turismo 3, or any of the other dozens of games that are designed for it and still have fun. Of course, I also play my SNES and NES games to this day...

    7. Re:at the rate PC games are pushing the market by Anonymous Coward · · Score: 1, Insightful

      It's not so much that the graphics on the xbox suck per se, but compared to today's PC games the graphics are so "been there done that, 3 years ago to boot" What the parent was trying to say is that if you don't mind having the same old same old quality of grahics for 3 years straight, then a console is a good bet for you. So is a PC, just turn down those bleeding edge special effects back down to the "xbox level" and you should be happy. Almost all pc games today can run reasonably well on 2 year old hardware if you tone down the graphics.
      Take OMF Battlegrounds for example. There are some nice graphic effects in this game, yet the forum is full of users whinning about not being able to run the game on their diamond 3dfx III. This card came out in what, 1999? Of course the game isn't going to run on a 5 year old card.
      If only longevity is important to you, you have to accept that games are not going to look as pretty as that advertisment you saw.

    8. Re:at the rate PC games are pushing the market by aldoman · · Score: 1

      It's not hard to 'fix' this problem. Just buy last gen cards - ie, upgrade to a Geforce4 TI now, or maybe even a 9700. Graphics cards keep moving very fast, and this is great for us cheapskates who can get a very nice peice of kit off ebay for 1/3 of the price because it's a bit old..

    9. Re:at the rate PC games are pushing the market by danila · · Score: 1

      Are you stupid or what? If you want to render a pixel, there is only so much optimisation possible. In the end of the day you still need to spend a few processing cycles on it. And if you want anything more than raw texturing, you need more processing cycles. And if you want complex geometry and effects, add yet more cycles. They have to come from somewhere, and this "where" is hardware.

      There is one reason we need better algorithms - to more efficiently utilise the power of new hardware. Yes, some optimisation is possible after the new technology is first introduced (like nVidia does with their drivers), but there are very real limits on that.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    10. Re:at the rate PC games are pushing the market by Egekrusher2K · · Score: 1

      Monster Fusion 3D? Not trolling, but this is a very bad example. If you didn't upgrade your vid card from that point until Black&White, then that is your fault. You must've had that card for 4+ years. That's like expecting your console to last 10 years and being dissapointed when something better comes out in 5.

      --
      Listen to my experimental-industrial-techno!
    11. Re:at the rate PC games are pushing the market by ols22 · · Score: 1
      Are you stupid or what?


      Nice way to reply...well done.

      Your mentality is exactly my point: "If you want X and we do it with Y, then it will take more hardware power." The goal is then to rethink the paradigm, not just give up and use method Y. This is research, my friend.

      Perhaps you're stuck with "algorithm" versus "methodology". They are, in fact, different. Fixing a current methodology and cranking the algorithm will only go so far...I'll agree with you on that.
    12. Re:at the rate PC games are pushing the market by maxume · · Score: 1
      You say: 'it looks like algorithm development has lagged sufficiently behind computation power'.

      Maybe you are looking at things incorrectly. Perhaps algorithm development so outpaced hardware development that algorithms to do many computational things are pretty much 'optimal'. Without 'perfect' hardware or routines, it is quite difficult to say how optimal current solutions are. If current algorithms are 95% optimal, and current hardware is say 40% optimal, then it would seem that hardware development should be outpacing software...

      --
      Nerd rage is the funniest rage.
    13. Re:at the rate PC games are pushing the market by the_2nd_coming · · Score: 1

      my point mr smarty pants is that it WORKED!!!!!

      Games now a-days push the hardware farther than it can go in a few months, back then maybe it was every few years.

      --



      I am the Alpha and the Omega-3
    14. Re:at the rate PC games are pushing the market by Anonymous Coward · · Score: 0

      It runs at a smooth 60fps, all options turned on and above 1024x768 resolution on a radeon 9800XT.

    15. Re:at the rate PC games are pushing the market by danila · · Score: 1

      Nice way to reply...well done.
      Now we wouldn't want to make Slashdot too friendly a place, would we? Anyway, sorry if I offended you, though there still is a "or what" option.

      Now next to the question of optimisation. If you are so sure about its potential, can you give some impressive examples? I can name some games that ran much slower than warranted by their visual quality (Halo and GTA3 being the prime culprits), but I can't really think of any prominent titles that did the opposite.

      My main point is that rendering a modern game at acceptable quality requires rendering about 50 million pixels per second. And there is a minimum number of processor cycles that you need to just generate the geometry and add a simple one-pass texture - you can't cheat here. When we start talking about effects, a lot of shortcuts are possible. But even with the shortcuts, every generation of hardware has its limits. You can get closer to them, but that would never give you a qualitative improvement, like switching to a next generation hardware would.

      Check out some PS2 screenshots here and compare it with something like this. Do you see a lot of progress? I honestly don't. This is Quake3 level technology, there is nothing you can do about it. Yes, it's possible to use good artists to try to hide the fact that the platform is almost 4 years old, but whatever you do, you can't hide the fact that Mercedes-Benz World Racing looks way better than any PS2 racing sim and that FarCry or Painkiller look so much better than any game on PS2.

      If such extensive optimisation (as opposed to limited improvements during exploring the limits of new technology) was possible, surely we would see some PS2 developers do it. The fact that all modern PS2 games look the same as old ones did (which is like shit, by modern standards) proves that you are wrong.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
    16. Re:at the rate PC games are pushing the market by Tim+C · · Score: 1

      low-impact game players like me are out of date in 3-6 months and can not play games until we upgrade our computers!!

      I last upgraded my system in Jan 2003 - new mobo, proc and RAM. The graphics card is a little over 2 years old (GeForce 3 Ti 200).

      I can still play UT2k4 just fine at pretty high detail settings.

      3-6 months? Hardly, unless you're forever buying 3+ year old hardware.

    17. Re:at the rate PC games are pushing the market by rillian · · Score: 1

      low-impact game players like me are out of date in 3-6 months and can not play games until we upgrade our computers!!

      this is insane and why I like consoles.

      Funny. I must be a lower-impact game player than you. I find consoles go out of date every 3-6 years, and I only get a couple of games out of them before I have to upgrade.

      I'm quite serious; the last three console games I played at home were on the Nintendo 64. I expect the successor to the GameCube will be out by the time I get through the current Zelda.

      My computer is usually upgraded more often, but that's because I do more than play games on it. Your point about timescales isn't a good argument; it's entirely relative to your own convenience and has nothing to do with what's good for gaming in general.

    18. Re:at the rate PC games are pushing the market by ols22 · · Score: 1

      Well this is indeed the paradox, IMO. Researchers in the computational sciences (including graphics, vis., simulations, etc.) rely on this balance. For *if* algorithms and methods were entirely optimal and were only bottlenecked at the hardware end, then all funding (and effort) would consequently be put in the hardware. The other way holds true as well.

      Hardware and algrothims/methods go hand-in-hand. They feed on each other and hinder each other. It makes sense then that there is and will be progress to be made in both ends. So I'm not sure you could say one is "outpacing" the other, but it does present an interesting case...

    19. Re:at the rate PC games are pushing the market by ols22 · · Score: 1

      Anyway, sorry if I offended you, though there still is a "or what" option.
      Well then I'll take the "or what" option if it's still there.

      If you are so sure about its potential, can you give some impressive examples? I can name some games that ran much slower than warranted by their visual quality (Halo and GTA3 being the prime culprits), but I can't really think of any prominent titles that did the opposite.
      Err, I don't get your point here.

      surely we would see some PS2 developers do it
      Ummm, you're kidding right? There is quite a difference between industry implementation and cutting edge science.

      The fact that all modern PS2 games look the same as old ones did (which is like shit, by modern standards) proves that you are wrong. Oh, man, you really lost me now. Unless you're saying that the PS2 is a fixed piece of hardware so we should see improvement in the quality/speed of the video game since algorithmic/method development is , according to my premise, also an effective strategy for improvement. Do you really think game developers for a PS2 or other static mediums want to shift their "way" in order to possible get speed up? No. They want to sell games and they can develop quite quickly by doing the same old stuff because it is a fixed machine. And they can optimize for this machine, which they most likely did in the first game.

      My original point was simple: given the frustration that more computing power (PC) is needed at a (seemingly) faster pace, it seems likely that that this would be due to software inefficiencies. I think hardware and software inherently rely on each other, which makes it hard to measure what is the source of the problem....perhaps this was your point! Anydangway, you've provoked an interesting thread...

    20. Re:at the rate PC games are pushing the market by Trejkaz · · Score: 1

      That hits the nail on the head. SNES Zelda is still one of the most fun games, ever. EVER! And then there are all the old Final Fantasy series before they discovered 3D and used it as an excuse to make the games worse.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    21. Re:at the rate PC games are pushing the market by Retric · · Score: 1

      Wow, you to are in difrent worlds. Software does not get better over time. Becouse, there are limit's to the way computers function.

      Think of it like a zip file. You can make an algorithim that reproduces some pattern but if you feed it random junk it's going to toss it's hands in the air and say "I GIVE UP" and spit out a larger file than what you started with.
      Now what JPG / MP3 does is say I don't care about some things so I am going to ignore them. Which is a difrent way of thinking about these things but it does not get around the limit's of the hardware it's solving a difrent problem.
      What your missing is the idea that graphics is handled but a peace of hardware that can only do things is a set fastion. AKA a GPU can't play chess but it can send a lot of pixles to the screen. You can't drive across the ocean in a car and you can't tell a GPU to do things difrently.

    22. Re:at the rate PC games are pushing the market by CAIMLAS · · Score: 1

      That's not true in the least.

      I've got a system which is functionally a year or so old. It's got a gf4ti4200, 512Mb ram, and an axp 2000+. It can play every new game I've seen without a hitch.

      No, it can't play Q3A or HL2. But those games aren't out yet, so I have no way of knowing how well they will or not. On the highest grphical settins? not likely. But they'll be playable, surely.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    23. Re:at the rate PC games are pushing the market by Trejkaz · · Score: 1

      Actually I think you're safe on that. I read a news story which said that Nintendo were intending to sit out the next round of consoles. Maybe they're getting paranoid about the fabled "two failed consoles" rule.

      --
      Karma: It's all a bunch of tree-huggin' hippy crap!
    24. Re:at the rate PC games are pushing the market by Anonymous Coward · · Score: 0

      +5 insightfull my ass

      The Monster Fusion was available in 99, a couple *YEARS* before B&W came out. I have a GF2 and it's just fine for playing anything. I may not be able to turn the detail settings to 11 for real cutting edge stuff but it still provides a fine platform for playing games, and will continue to for another couple years.

      And not to insult you further, but if you read the article, it's about these consoles you are so in love with. Not your overdriven video card envy.

    25. Re:at the rate PC games are pushing the market by ols22 · · Score: 1

      Who said software "gets better over time"? What the heck does that mean anyway?

      Your last two sentences don't make any sense and we're not talking about the GPU. In short we're talking about the engine....and probably when it comes down to it, we're probably agreeing with you....

    26. Re:at the rate PC games are pushing the market by daVinci1980 · · Score: 3, Informative

      IAAVGGP. (I am a video game graphics programmer.)

      No offense intended, but you really have no idea at all what you are talking about. We're not holding on to old ideas; we're still waiting for hardware to catch up to the ideas we had 30 years ago. Almost all of the algorithms and processes used to do cutting edge rendering today are based on academic papers from the 1970s.

      --
      I currently have no clever signature witicism to add here.
    27. Re:at the rate PC games are pushing the market by rufo · · Score: 1

      The thing is though, graphics *aren't* standing still in the console market. For an example, look at Halo vs. what Halo 2 will look like - huge leap in grahpics, sound, AI, physics - pretty much every aspect of the game has been improved dramatically. Has the hardware been improved? Nope. Fact of the matter is, when consoles first ship developers don't know jack about the platform. They know how to make some decent looking games, maybe even great looking games compared to all the other platforms, but games that don't take full advantage of the platform. Then the developers get to know the platform, start to optimize, figure out little tricks and tips they can use to squeeze every ounce of performance out of the processors... Can you do that on a PC? Sure, but only to a certain extent - there's so many different CPUs, GPUs, RAM architectures/speeds, sound cards, OS versions and driver versions that you really can't optimize more then is absolutely necessary for any given configuration. You can spend all your time making the game look and run great on a ATI Radeon 9500 Pro, but then the techniques you used will make it suffer on a GeForce FX 5600. You can optimize for the Pentium 4 but damned if that'll make the best use of that shiny new Athlon 64. Instead, often the best thing to do is just to make things run reasonably well on all platforms and just count on the user having a fast enough processor - not necessarily a bad thing, and certainly not something that all developers do. (I'm probably exaggerating slightly here, but then again there are quite a few games that ship patches later on that improve performance on certain hardware.) On a console, everyone is guaranteed to have the exact same hardware configuration - so you can do whatever the hell you want to squeeze every last drop out of the configuration (hell, write your own drivers and OS from scratch if you think you can do better then Sony!) and it'll run the same on every box.

      I dunno, maybe I'm exaggerating the problems on the PC - but I'll be damned if some of the latest console titles don't look much better then the launch titles ever did.

      --
      My English teacher once told me that two positives don't make a negative. Two words for her: Yeah, right.
    28. Re:at the rate PC games are pushing the market by Mr.+Piddle · · Score: 1

      In short it looks like algorithm development has lagged sufficiently behind the computational power.

      Well, there is one thing we cannot ignore is that computational power has enabled us to do things not before possible. Java, for example, offers much higher abstraction than C, X Windows, and OpenGL, meaning programmers have new ways of structuring programs and writing decent software (even games) without spending huge amounts of time on platform dependencies (an age-old time sink) or fine-grained memory management (another age-old time sink). People who think these higher-level environments are necessarily unusably slow need to rethink how they are writing their software, because they just aren't understanding what even a 300MHz CPU is capable of (with a good JIT, that is).

      --
      Vote in November. You won't regret it.
    29. Re:at the rate PC games are pushing the market by Nataku564 · · Score: 1

      Nope, not yet ... but it has been about 2 years since I last bought one ... its an MX440, definitly been thinking about replacing it.

    30. Re:at the rate PC games are pushing the market by damiam · · Score: 1
      a GPU can't play chess

      Of course it can. It's Turing complete, isn't it?

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    31. Re:at the rate PC games are pushing the market by damiam · · Score: 1
      I bought a Radeon 9700 PRO almost 2 years ago. It's still running fine in UT2004 at 1600x1200 with all settings maxed. It will run Doom 3 and HL2 fine, and probably every new game in the next couple years (albeit maybe not at max settings).

      If you buy a $40 card to play today's game, of course it'll have trouble with tomorrow's. If you invest in a decent card, it'll last you at least as long as cards ever have.

      --
      It's hard to be religious when certain people are never incinerated by bolts of lightning.
    32. Re:at the rate PC games are pushing the market by Quobobo · · Score: 1

      Heh, if that system can't play Quake 3 Arena, there's something seriously wrong with it. (yes, I know what you meant)

    33. Re:at the rate PC games are pushing the market by Zeriel · · Score: 1

      You know that the current published minimum sysreqs from Valve for HL2 are something like 700Mhz/DirectX6 Video card, right?

      He might not get the full experience, but its not going to be unplayable either.

      --
      "America has done some terrible things. But I know that Americans don't cheer when innocents die." -Dave Barry
    34. Re:at the rate PC games are pushing the market by Sylver+Dragon · · Score: 1

      I've played through the Far Cry demo, and saw many of the pretty effects, though I wasn't able to go all the way up, but it was still very nice; and I only have a GForce4 Ti4600. I bought it when it was top of the line, and have gotten a lot of good milage out of it. Moreover, I don't see any need to upgrade on the horizon. HL2 and Doom 3 will run just fine on my current card, granted I won't get all of the pretty DX9 effects, but I don't really care. The only reason to have problems with upgrading constantly is if you plan on running every game at the highest graphics settings at a high resolution. Yes, its nice to do, but you really don't get that much more out of it (online FPS's aside).

      --
      Necessity is the mother of invention.
      Laziness is the father.
    35. Re:at the rate PC games are pushing the market by metroid+composite · · Score: 1
      I find it amusing that the last game I played before comming here was Zelda 2: Adventures of Link.

      Sure, the XBox can't compare to modern PCs. And...? Here's graphics which I have liked recently.

      * Seeing the stone reef across the horison forgrounding a sunset in Skies of Arcadia (ooh: pretty)
      * Bending space with the Charge Beam/Exhaust in Metroid Prime (mmmm: topological distortion...).
      * Funny sprite animations in FF6.

      The interesting thing is, I'm playing FF Anthology, and it certainly wasn't the drab opening FMV that caught my eye (though the graphics are newer). It's well-executed, entertaining details which entertain me, not pixels and polygons (as if I'd bother counting them all).

  6. not for the pc platform by Stevyn · · Score: 1

    To get a good console system, you need to shell out maybe a $150. For computers, you need a damn fast computer and a damn good graphics card. I prefer to play games on my computer, especially FPS's, but the performance of a lot of games seriously lags what it should be considering what an XBox can accomplish with a similar architecture, but slower clock speeds. Maybe it's windows bogging it down, maybe it's the x86 architecture itself with it lag due to backwards compatibility, but I just want to play splinter cell 2, not some realtime movie game. I've always opted for better framerate than more special effects when playing games.

    1. Re:not for the pc platform by the_2nd_coming · · Score: 1

      in the next generation systems, you will be able to hook them up to computer monitors and have a keyboard and mouse as a first class citizen for interfacing with it so FPS will be as enjoyable on consoles as they are on PCs.

      once gaming becomes a commodity that is cheaper to play on Consoles, PCs will no longer have this gaming push.

      --



      I am the Alpha and the Omega-3
    2. Re:not for the pc platform by Anonymous Coward · · Score: 0

      Gaming is cheaper on consoles.. what planet have you been living on?

    3. Re:not for the pc platform by PhrostyMcByte · · Score: 1

      The reason the xbox can do graphics so well is that game creators only have one architecture to build for. They know their memory limits, they know what optimizations they can apply for the CPU and graphics card. They also only have to render at 640x480.

      I can't imagine games like Splinter Cell doing well with low-end graphics. In a game where stealth is key, you are always moving slow and paying attention to detail. Without real-time lighting, hiding in the game wouldn't be nearly as fun. You also wouldn't get those deep shadows where imps and other baddies hide in doom3 :)

    4. Re:not for the pc platform by the_2nd_coming · · Score: 1

      sorry I meant GOOD gaming.

      --



      I am the Alpha and the Omega-3
  7. Technology versus Design by 401k · · Score: 5, Insightful

    Sam and Max was a great LucasArts game with minimal graphics. George Lucas has a capacity to be wowed by technology and graphics much to the detriment of story -- look at the new Star Wars movies as Exhibit A. Incredibly impressive digital character like Jar-Jar, yet used totally wrong -- as opposed to Gollum in Lord of the Rings. Or look how lovely Naboo is, yet how excruciating is the dialogue between Anakin and Amidala. How painful the plot. I worry that as games become more cinematic, with massive budgets, huge staffs, and herculean marketing machines behind them, the craft of game design and the art of storytelling will get lost. It's not just LucasArts ... Square with their movie and their over-rendered, RPG-lite Final Fantasy games (boring as all get out, to me) is another example of this trend. Meh, PC gaming will always survive though, and remain the most fruitful playground for original titles, because no publisher or license is required.

  8. My guess... by RyanFenton · · Score: 2, Insightful


    Lots of REALLY overdone camera-swoops of battlescenes, taking up lots of player time when they are expecting a chance to actually exert some control the events of the game.

    Hey - it's what happened to the Final Fantasy Series, and several other console games once designers got the power. There's only so many bullet-time-style uses of cinema-style art that is compatible with player freedom.

    Ryan Fenton

    1. Re:My guess... by Anonymous Coward · · Score: 0

      man, using your real name adds such a tone of authority and aunthenticity to your post. i even you.

  9. Where are the "Sound Acceleration" cards? by Jezral · · Score: 5, Interesting

    Off-topic, I know, but I've been wondering...

    ok, so we've been able render Toy Story in real-time for a while...

    But, where are the cards that can generate the sound of one arbitrary object hitting another? I don't just mean positional sound of pre-recorded samples, but really create the sounds from scratch (or an "audio-enabled model").

    1. Re:Where are the "Sound Acceleration" cards? by AKAImBatman · · Score: 3, Interesting

      You do realize that you're asking for what amounts to RayTracing for Audio? The idea of realtime raytracing has just barely begun to penetrate the research community, and they have to cheat like hell to make it work. Trying to calculate material properties, force applied, vibration vs. tearing, listener posistioning, doppler, etc. in realtime would amount to far more CPU power than is currently in the hands of the public.

    2. Re:Where are the "Sound Acceleration" cards? by Hogwash+McFly · · Score: 4, Insightful

      Well, personally I've never played a game where I've thought 'Hmm, it would seem more realistic if the sound of the rocket changed according to the surface that I've shot it at'. However, I have thought many a time, 'This would look so cool if there was better lighting and a higher polycount'.

      Ask people if they'd rather be blind or deaf and 99 percent would choose deaf. The visuals are the most noticeable element of any computer game, because you damn well see them!

      I'd rather they mastered photo realistic graphics first before putting any energy into 'sound generaion'. That's not to say I wouldn't want both the graphics and sound to be perfect, I just belive that sound should take second priority :)

      --
      Mother, do you think they'll like this sig?
    3. Re:Where are the "Sound Acceleration" cards? by SkunkPussy · · Score: 2, Insightful

      But, where are the cards that can generate the sound of one arbitrary object hitting another?

      VERY very astute question. 1 gold star for you.
      I really hate games when you get the same fscking sample every time you pick up ammo or knock into something. There should be 20+ samples for every possible sound so that it doesn't sound so monotonous. And fuck it if the sounds won't fit into RAM, everybody should have 1G these days

      --
      SURELY NOT!!!!!
    4. Re:Where are the "Sound Acceleration" cards? by Jezral · · Score: 1

      Yep, I know. It's just that I haven't even heard of anything in that area. Not even research projects.

      There has to be some optimizations and cheats you can make, like there has been done for graphics. Graphics render polygons with textures, and the occasional added shader.

      I'm asking where the equivalent polygons and textures are for audio. What comes closest in my mind is actually good old MIDI.

    5. Re:Where are the "Sound Acceleration" cards? by duckpoopy · · Score: 5, Informative
      It's in the works... Very CPU intensive.

      O'Brien, J.F., Cook, P.R., Essl, G., "Synthesizing Sound from Physically Based Motion," In Proc. SIGGRAPH 2001, Los Angeles, CA, August, 529-536, 2001

      and other pubs by O'Brien.

      --
      word.
    6. Re:Where are the "Sound Acceleration" cards? by Jerf · · Score: 5, Interesting

      But, where are the cards that can generate the sound of one arbitrary object hitting another? I don't just mean positional sound of pre-recorded samples, but really create the sounds from scratch (or an "audio-enabled model").

      Not to put too fine a point on it, but... we don't know how to do that .

      Even what you may have heard of is wild, wild cheating compared to what you describe.

      I've given some (intelligent, educated) thought to this issue, and here's the problem. Light is adequately simulated with a line in the macroscopic world. It is, technically, a wave, but it is so high frequency that we can ignore it unless we're trying to simulate at quantum scales. This keeps the complexity down to merely polynomial, and some smart people have figured out how to shrink that polynomial down to a surprising degree.

      Sound is not so friendly. Imagine some reasonably complex object, like, oh, a chair. We'll even cheat and make it all out of one material and go ahead and make it as geometrically simple as you like, as long as it's a chair, which is to say, at least three legs and a sitting surface, preferably with some sort of back support. Now, mentally give the chair a tap.

      Now, odds are you're not too practiced at this sort of mental visualization, but here's what happens. For the sake of argument, let's tap it on the direct middle top of the sitting surface. Let's cheat some more and assume that one impact is what makes the sound, rather then an oscillation at the tap point. (See how much we're cheating, and we'll still end up with an uncomputable scenario.) So the tap radiates outward from there and starts wiggling the legs. The sound partially bounces off the legs, and goes back, and some of the sound wiggles into the legs. The sound bounces all around in the leg, and every time it bounces off of the edge, it loses some of the sound to the atmosphere and some of it bounces back. By the time it hits the bottom, it's bounced several times. (See, sound can't turn except at one of those boundaries, where it is essentially absorbed and re-emitted.)

      Meanwhile, the same thing is happening in the back of the chair. Plus, on the sitting surface, we have reflections of reflections of reflections to deal with, and thanks to the wonders of resonance, we absolutely have to track each and every one of them until they hit a really low level. In a fraction of a second, we have hundreds upon hundreds of seperate waves to track, and they aren't even rays, they are "wavefronts".... imagine a wavefront hitting the edge of the chair at an angle, like an ocean wave bouncing off the beach. It doesn't bounce like a particle, it is two entirely new waves, the one that reflects and the one that continues on.

      Basically, we can't even simulate this horrid simplification, the real world is even worse. Sound is highly, highly parallel. Ultimately, sound simulation is firmly exponential and the constants are very, very high. Maybe if those magical quantum computers come online we'll get this, but we'll quite possibly never get it with conventional technology; we're always going to have to cheat.

      (One can try to imagine a transformation of the chair where the sound travels in a straight line in some space, but I'll be damned if I know what that actually looks like in real code, nor am I sure that it would be any easier to compute then a straight-forward simulation anyhow. Bright ideas in this regard should probably not be posted on Slashdot and saved for your PhD thesis in Mathematics/Physics/Computer Science; they'll all be waiting with bated breath.)

    7. Re:Where are the "Sound Acceleration" cards? by Anonymous Coward · · Score: 0

      As posted by another user:

      O'Brien, J.F., Cook, P.R., Essl, G., "Synthesizing Sound from Physically Based Motion," In Proc. SIGGRAPH 2001, Los Angeles, CA, August, 529-536, 2001

    8. Re:Where are the "Sound Acceleration" cards? by Patrik_AKA_RedX · · Score: 1

      Even without tons of samples there are ways to make sound FX less monotone. A little change in frequency, speed and volume can make one sample sound slightly differend each time it's used.

    9. Re:Where are the "Sound Acceleration" cards? by Daneurysm · · Score: 1

      Well...If you wanted to draw a parallel between visual and audible representation sample I don't think MIDI even comes into the picture.

      In fact, MIDI would be more like a static real-time rendered visual scene.

      "Textures" in video are akin to "Samples" in audio.

      But much like how if you take just one very big very high quality texture and wrap it around a simple polygon figure, if you were to sample a long high quality sound it would lack the dynamism that makes it realistic.

      To me the obvious next step (for video, and audio) that we are slowly moving up to (and have been for decades, piece by piece) is to have many very high quality samples/textures...and then beyond that to have variable samples/textures for specific circumstances.....but, these are all 'cheats'....

      I don't think we have computers fast enough to calculate even the simplest FFT on even a minor fraction of the sounds we might hear in almost any given real-life scenario.(and their inevitable cause and effect relationship with all of the other sounds)

      All wild speculation entirely my own, take with an appropriate amount of salt.

    10. Re:Where are the "Sound Acceleration" cards? by Anonymous Coward · · Score: 1, Interesting

      I respectfully disagree with the notion that dynamically generated sound is impossible to do with today's hardware. Yes, perfectly raytracing sound would be computationally infeasible, but guess what - we don't need to raytrace it. That's totally overkill, and no one would even notice.

      For example, take a bullet impact. We have three sounds to deal with - the sound of the impact, the sound of the reverberation, and (depending on angle and material) the ricochet.

      It should be a matter of simply mixing a "palette" of small sounds (metal impact 1, metal impact 2, metal impact 3, metal reverb 1, metal reverb 2, metal reverb 3, metal ricochet 1, metal ricochet 2, metal ricochet 3), depending on the "soundMix" properties of the shader. For a piece of iron, you would want a ping-y impact, followed by a clang-y reverb (how's that for scientific? :D). For a piece of tin, you want a clang-y impact with a ping-y reverb.

      This brings up another interesting point - we can stretch our sound samples out by recording, say, one or two sounds per material, and just messing with the pitch and duration.

      Once we've got our "sample" generated, we can use a few simple distance calculations to position the sound (stereo, or 3D surround) and adjust the volume for distance. Add a muffle filter if it's behind something.

      In conclusion, it should be entirely possible to dynamically generate a broad range of sounds, without completely pissing away processor cycles. And it might even make games more interesting.

      - GNU/Anonymous Coward

    11. Re:Where are the "Sound Acceleration" cards? by Anonymous Coward · · Score: 0

      all of what he's talking about is very much possible and can be witnessed in pro audio software. physical modeling is just beginning to come of its own - the program i've been most impressed with so far is the native instruments B4. it's startlingly close to a real B3 organ, and is not sample-based. i will not be able to give you a very technical description of how it works off the top of my head - some poking around on their website will bring it up though. in addition to this, the use of impulse responses - sampling the acoustic qualities of a space - is beginning to be pretty effective at making something really sound like it was recorded wherever the impulse response was made. i think most of the problems you brought up are solved through sampling impulse responses... an example of a program that does this is altiverb, or waves ir. sampling is really pretty close to its limit, in my opinion... with physical modeling to create accurate representations of sound effects, and impulse responses to make the effects sound space-accurate, it's certainly not out of the realm of possibilities to actually create realistic sound effects on the fly. mind you, programs that do these things are pretty damn processor intensive at the moment, as well as difficult to create, but of course this is all getting easier. hopefully a generation or two down the line, we'll see some game systems that begin to incorporate this.

      p

    12. Re:Where are the "Sound Acceleration" cards? by Jerf · · Score: 1

      physical modeling is just beginning to come of its own

      Grandparent was not talking about "physical modelling". "Physical modelling" isn't. "Physical modelling" is when you create a filter that represents a part of an instrument, and string them together. While it has tolerably good results, and it quite fun for musicians to play with, it has no ability to simulate arbitrary objects doing arbitrary things; the process of creating the model is long and tedious, and what you can do with it is pretty sharply constrained.

      Please re-read the grandparent of this post more carefully; what he's asking for bears the same resemblence to "physical modelling" that a water rocket packed in with your box of Trix bears to the Space Shuttle.

    13. Re:Where are the "Sound Acceleration" cards? by Jerf · · Score: 1

      I respectfully disagree with the notion that dynamically generated sound is impossible to do with today's hardware. Yes, perfectly raytracing sound would be computationally infeasible, but guess what... ... that's exactly what the grandparent was asking for.

      Please re-read the grandparent post. He called for simulation from scratch, not prepared sounds mixed together.

      I'll actually raise you one on the rest of your (misaimed) message... we should already have had dynamic sounds for about five years at least. At the very least, they could fucking shift the pitch simply by modifying the playback speed a touch every once in a while, so that every single scream from the dying demon in Doom doesn't sound exactly the same every single time. If I had a job in the industry writing sound engines that's one feature I'd sneak in even if it weren't called for.

    14. Re:Where are the "Sound Acceleration" cards? by SkunkPussy · · Score: 2, Informative

      You can hear halo doing this a little bit when you fire machine guns etc. Though theres loads of other sounds that sound exactly the same, e.g. warthogs crashing into a building.
      Why don't they put more effort in to this, I would have thought sound would be fairly important for a fps, given that it should allow you to place where you're being shot at from.

      --
      SURELY NOT!!!!!
    15. Re:Where are the "Sound Acceleration" cards? by Patrik_AKA_RedX · · Score: 1

      The first time I heared of this technic was with Duke3D, so it's not very new. I wonder if this requires much CPU cycles. Perhaps future sound cards will get a high speed DSP and do this in hardware. (Pretty much the same route graphics cards went, so expect another fan inside the computer)

    16. Re:Where are the "Sound Acceleration" cards? by Directrix1 · · Score: 2, Interesting

      Samples are a good analogy to Textures. 3-D positional audio is a good anology to the rendering of textured meshes, where EAX or something like what would compare to Pixel Shaders.

      I don't think they need many textures/samples though. What they need is a more generic way to reproduce uniqueness using a small subset of samples. Such as having multiresolution layered textures or procedural textures, and increasing the number of simultaneous voices to allow for the combination of several samples to simulate several phases in an action at different intervals/frequencies/intensities.

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
    17. Re:Where are the "Sound Acceleration" cards? by Shinglor · · Score: 1

      Interesting, I've thought about this myself. I thought it would be awesome to "create" sounds from the physics engine instead of playing back recorded noises.

      However, comparing it to 3D graphics, sound samples = textures. Textures are (usually) photos of the real world just like sounds are sampled. So samples don't need to be replaced to be on the same level as 3D graphics, just the reflection, occlusion, etc ala A3D.

    18. Re:Where are the "Sound Acceleration" cards? by Tlosk · · Score: 1

      I agree, for most the games that I play with any regularity I end up just turning off the sound all together it gets so annoying hearning the same thing over and over everytime you do some action.

    19. Re:Where are the "Sound Acceleration" cards? by SkunkPussy · · Score: 1

      > Perhaps future sound cards will get a high speed DSP and do this in hardware.

      EAX etc. cards are meant* to do things like alter the pitch, apply filters, panning and basic reverbs etc in hardware, as well as mixing. So game developers have no excuse not to have shit loads of samples all with different variations. It would be very interesting to see what the state of the art in game audio is like in 10 years time

      * I say meant because I have never got my Soundblaster Audigy to work in hardware accelerated mode with any game, and my experiments with the on board effects show that they are pretty piss poor to say the least. Its got to the stage where creative's own drivers from their website refuse to install, but I digress.

      --
      SURELY NOT!!!!!
    20. Re:Where are the "Sound Acceleration" cards? by Mycroft_VIII · · Score: 1

      I believe the matrix game did somthing linke this, they recorded everything the actors said about 15 times for just that reason.
      Of course they did a lot of other cool things with motion capture, and modeling the actors, etc.
      Wish they'd used a little higher poly-count on faces and hands though. I've always found it anoying when I tell a crease or other 3d feature is just a texture. and hands are NOT mittens.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    21. Re:Where are the "Sound Acceleration" cards? by SmackCrackandPot · · Score: 1

      But, where are the cards that can generate the sound of one arbitrary object hitting another? I don't just mean positional sound of pre-recorded samples, but really create the sounds from scratch (or an "audio-enabled model").

      The problem is that you'd have to model every object at the atomic level, to capture the effect of friction, vibration or resonance. Consider a music classroom scene with chalk, desks, trash-can, and a teacher, and instruments. The teacher could run his/her nails along the blackboard (friction), or throw the chalk in the dustbin (resonance). The students could bang the desk-lids (resonance) or push the chairs back (friction). Playing musical instruments would require modelling the motion of strings and wind instruments. This is possible, but requires an incredible amount of computing power - there was an article on how researchers had used supercomputing technology to design a harmonically perfect bell, that didn't have any unwanted side tones.

    22. Re:Where are the "Sound Acceleration" cards? by Anonymous Coward · · Score: 0

      Just a note: This thread is so offtopic (c'mon, it's about _sound_ when the story was about _graphics_) .. but whatever.

      This would, really, end up being done from an "accelerated physics card"; you're asking to generate sound based on, really, basic physical properties of objects & the vibrations that ensue due to various actions.

      On that note.. where are the dedicated hardware accelerated AI chips? :)

    23. Re:Where are the "Sound Acceleration" cards? by Daneurysm · · Score: 1

      Such as having multiresolution layered textures or procedural textures, and increasing the number of simultaneous voices to allow for the combination of several samples to simulate several phases in an action at different intervals/frequencies/intensities. Very astute of you...even if by accident ;)

      intervals = phase of the wave
      frequencies = freqency of the wave (duh)
      intensities = amplitude

      But, just the same...this would be 'cheating', it wouldn't be simulating real world audio dynamincs so much as attempting to mimic it. This can work very very convincingly, but it doesn't take into consideration all reflections. (ie: reflection of reflection of reflections off different surfaces (and the phase inversion that would accompany each reflection) and off of surfaces of different resonant qualities....

      I think it's possible, but, not with the performance the processors of today off...and (in my not-a computer expert, but sound expert opinion) not with the type of processors we have at our disposal currently.

      I'm imagining something of a grid-on-a-chip type processor.

    24. Re:Where are the "Sound Acceleration" cards? by SkunkPussy · · Score: 1

      "I've always found it anoying when I tell a crease or other 3d feature is just a texture. and hands are NOT mittens."

      My pet peeve is when games render a curved surface as several lines (like a hexagon instead of a circle). I don't understand why some sort of a 3d bezier curve primitive isn't introduced. Having ACTUAL curves instead of lame approximations would go a very long way to improving the quality of the user experience, particularly for faces &c.

      Having said this I am not clear how bump mapping works (I know its got something to do with improving the realism of models), but I am pretty sure that if it did what I am on about, you would notice the faces etc being rendered better.

      --
      SURELY NOT!!!!!
    25. Re:Where are the "Sound Acceleration" cards? by Mycroft_VIII · · Score: 1

      Bump maping is basicaly a texture that tells the render engine(hopefully with hw support) how to re-divide a poly and extend portions of it in the direction of the normal.
      A normal is basicly a pointer to which side of a poly you have to be on to see the texture.
      Some bump mapping implementations look to me more like they manipulate the textures aparent view angle without actually changing the underlying polygons any though. I assume this is less computationaly intensive. It also doesn't produce as good an effect, especially should you get it close.

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
    26. Re:Where are the "Sound Acceleration" cards? by Deraj+DeZine · · Score: 1

      Well, in order to have such a model as you describe, we'd need perfect physics models in games. So I think that's a ways off.

      --
      True story.
    27. Re:Where are the "Sound Acceleration" cards? by Trogre · · Score: 1

      Aureal had a great little chipset back in '99 that did just that. Realtime doppler and occlusions at least, and lots of other effects that I don't remember. I think they used some kind of raycasting methods.
      And it sounded wonderful.

      Pity they went belly-up and were bought out by "Creative".

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    28. Re:Where are the "Sound Acceleration" cards? by AngryScotsman · · Score: 1
      ...and they have to cheat like hell to make it work


      So did the forerunners in 3D worlds (Wolfenstein anyone?). That's how things work. We cheat until the hardware catches up.
    29. Re:Where are the "Sound Acceleration" cards? by Directrix1 · · Score: 1

      Very astute of you...even if by accident ;)

      Give me a break. I have been tracking since the early 90s, and programming since I was 8. For fun I used to try to track convincing depictions of battlefields, ufo landings, explosions, etc. When I was 12 I was thinking about how to make a program I called sound stage which lets your place emitters in a 3-dimensional space that keeps track of the audio's propogation and reflections. I got bored eventially and never finished it (I guess it could've been a good thing to pursue). Lets just say, I know all about this crap :-P.

      But, just the same...this would be 'cheating', it wouldn't be simulating real world audio dynamincs so much as attempting to mimic it.

      A simulation is cheating, otherwise it would be called existence. I don't see how you can draw the line between simulation and mimicry as they are one and the same thing. Also, there can be just as good a realtime physical model for sound as we currently have for audio. Its not like current realtime visuals even begin to account for radiosity (I guess its possible with pixel shaders, but not pheasible at the moment). It will be a while before that can happen.

      --
      Occam's razor is the blind faith in the natural selection of least resistance and in universal oversimplification. -- EF
    30. Re:Where are the "Sound Acceleration" cards? by mattr · · Score: 1

      A simplified version of sound rendering certainly is possible, for specific cases, as you know. A friend of mine (from MIT Media Lab) some years ago I believe consulted with a major music company on developing a simulation of a physical stringed instrument. This worked extremely well compared to old fashioned oscillators, and was much easier than modelling say a wind instrument, for reasons you mention. I am not convinced that it is impossible to do useful sound synthesis though if it is possible to describe a material at a low resolution (think spring connected voxels) and based on actual resonant properties of blocks of various substances of different sizes.

      Matt Rosin
      mattr at telebody dotdotdot com

    31. Re:Where are the "Sound Acceleration" cards? by ibeleaf · · Score: 1

      Suit yourself. I'm 30% deaf, and would do just about anything to be able to clearly hear people talking to me.

      I'd give up 30% of my vision to gain 30% of my hearing.

      Yes, hearing aids are available, but aren't 100% natural sounding (yet).

    32. Re:Where are the "Sound Acceleration" cards? by Daneurysm · · Score: 1

      Very astute of you...even if by accident ;) Give me a break. I have been tracking since the early 90s, and programming since I was 8. For fun I used to try to track convincing depictions of battlefields, ufo landings, explosions, etc. When I was 12 I was thinking about how to make a program I called sound stage which lets your place emitters in a 3-dimensional space that keeps track of the audio's propogation and reflections. I got bored eventially and never finished it (I guess it could've been a good thing to pursue). Lets just say, I know all about this crap :-P.

      Like I said, "even if"...I, as well, have been multitracking digital for almost 15 years (though the hardware at my disposal at the time was, shall we say, lack luster)...I composed my first MOD file (no major feat, I know) at the age of 11 ('90 if I recall correctly, which I may not), my first 'album', if you will, at 14. On a daily basis I am involved in sound analysis, recording/engineering, production, mixing....etc, etc, etc. While I can only afford 24/96khz hardware currently, I upsample, work and mix to 32/192khz... and 32/256khz...Argue, if you will, about any inherent lack of reason to go above 24/44.1khz...that would certainly state what you really know about post processing and the human brain/perception. (Sorry if I sound arrogant about that, but I've been involved in far too many "but the human ear can barely hear up to 18khz so why sample over that" arguments....I'm willing to bet that you know what I'm talking about)

      I'm no stranger to the analog waveform (or it's digital representation).

      A simulation is obviously "cheating" (in the terms you defined...and I agree), but the simulation involved in 3D video is far far far closer to reality than any 3D audio I've encountered.

      The 3D space that has been simulated so far actually attempts to recreat (aside from the visual element) actual physics, motion, etc...(though I think saying 'physics' covers everything needing mention)...real life dimensions, real life 'collision' interpretation, etc.

      Admittedly, I'm not a graphics guy, or a coder, or anywhere close. My interests are focused mainly on audio...sound. So my comparisons may be a bit off.

      I, personally, think that simulation is (or, ideally, should be) attempting to authentically recreat (as is technologically possibly) whatever the object is in every way shape and form...to a accurate representation of reality.

      Mimicry, to me, is more along the lines of 'convincing the audience that it is real'.

      I realize that for all intents and purposes to 'mimic' and to 'simulate' are just about the same basic idea.

      But wouldn't you rather have a 3D aurally modeled room, down to every single reflection, phase inversion, resonant tone and frequency range taking into consideration any objects that are in the room and their and construction, as opposed to some real fancy reverb? (or, god forbid, the horrid stereo-phase-fucks that are considered '3d audio' techology on most consumer branded hardware...all of which just as easily doable in software at a minor (if noticable) processor load)

      Keep in mind that I am talking about 'synthetic audible environment creation'...not 'synthetic audible environment convincing'........I could convince lots of people of lots of different things. But that does not make it an accurate representation of reality. I know it's a bit 'over the edge' for current day technology to deliver, but....wouldn't you prefer that?

      Quite the conversation....I'd love to continue this tangent.

      Cheerfully,

      ~Dan

  10. Ass end of the spectrum by T-Kir · · Score: 1

    Yea, but don't forget the industry pumps out plenty of crap as well... you might end up with Leisure Suit Larry Xtreme Edition (*shudder*).

    I must admit that I've got the Zork games archived on a CD somewhere (classic series if I do say so myself), I never did finish Zork 2 & 3 and that was 10 years ago!! That would be a trip down memory lane.

    --
    Are you local? There's nothing for you here!
    1. Re:Ass end of the spectrum by Anonymous Coward · · Score: 0

      you might end up with Leisure Suit Larry Xtreme Edition (*shudder*).

      It's Leisure Suit Larry X(XX)treme Beach Volleyball, foo!

  11. Ha! by Anonymous Coward · · Score: 2, Insightful
    Better narrative? Better storyline?

    Don't make me laugh!

    The already short budget allotted to video games will be devoured in graphics production to make graphics that don't look like shit with the new technology. We already see this problem in many games today; too much attention is paid to fanatically high quality graphics that no one really even pays attention to, and very little time is spent on working on the story and making the game FUN.

    To me, graphics aren't what make a game fun. The devs might have put a lot of work into the graphics, but IMO the money for game projects can be better devoted to more important aspects of the game.

    1. Re:Ha! by Laebshade · · Score: 1

      better graphics or better game? Most people can't decide. On game A, If the graphics are "teh shit" but the game play sucks they point out that graphics don't make the game. On game B, If it has a good storyline but graphics aren't even comparable to game A then it's thrown out the window as "outdated graphics". So which is it?

    2. Re:Ha! by chachob · · Score: 1

      very true. a true example of this is how the gaming community rushes to see screenshots of the latest game and comments something along the lines of "that game looks awesome, ill buy it." screenshots are purely showing off the graphics of a game.

      budgets are small, deadlines are tight. what is a game manufacturer to do? produce something that is appealing to their target group quickly. they appeal to that group by fueling some hype generated by a few screenshots. how many times have you heard a game company release a statement regarding an upcoming game telling about the storyline of a game? ok, now consider what a few screenshots does to the hype before a game release. just my $.02 worth ;)

    3. Re:Ha! by danila · · Score: 1

      But when you make a poor-quality game, all the screenshots won't help you. They can guarantee you initial interest, but not a favourable review. Consider Unreal II - with amazing (at that time) graphics it had a shitty story and shitty everything else. It got bad press.

      The four biggest upcoming FPS games are not hyped for their graphics, or at least not for graphics alone. Half-Life 2 is supposed to have great story, great character animation, great AI and great physics. Doom 3 is supposed to have great gameplay and be really scary. Stalker is supposed to have a detailed simulation of the world and great AI. Duke Nukem Forever (I've heard it will be out soon) is supposed to have an extremely fun and cool game - graphics are pretty much irrelevant.

      --
      Future Wiki -- If you don't think about the future, you cannot have one.
  12. Silent games by Anonymous Coward · · Score: 3, Funny

    ...cause with all the fans making noise you're not going to understand a word of the story.

  13. Note that... by nil5 · · Score: 0, Troll

    neither Doom 3 nor HL-2 are officially "out." Why do I even care what happens after that? Give me that gravity gun, darnit!

  14. better narratives? by Anonymous Coward · · Score: 1, Insightful

    "These will allow run-time rendering of high quality backgrounds and characters, ultimately resulting in games that are closer to full-blown Pixar animations, allowing better narratives and more immersive user experiences."

    exactly what makes someone think that better graphics has anything to do with better narratives? I suppose that means picture books are somehow better than novels? give me a break...

  15. Unng by Hoplite3 · · Score: 3, Funny

    Wake me when they make a rendering pipeline that corrects for bad story writing on the fly. That'd be useful.

    --
    Use the Firehose to mod down Second Life stories!
  16. Re:Storyline! _AND_ gameplay. by gl4ss · · Score: 1

    there's bunch of games, legendary games, GOOD GAMES, that don't have any story at all but that doesn't matter because they're not about the story.

    though, just plain good graphics never made a good game, just remember those pre-rendered camera-fly-by games of mid 90's.

    --
    world was created 5 seconds before this post as it is.
  17. Graphics Aren't Everything... by syrion · · Score: 2, Redundant

    I'll be happy when graphical achievement tops out, at least somewhat. I think it's already begun, actually, but we're not quite there yet. When that happens, we may actually be able to get some sort of basic standards going, with games becoming more like books or movies instead of constantly requiring upgrades and more processor power. PC gaming, especially, falls victim to this. I have a PlayStation2, along with a gaming-class computer. The other day, I realized that I paid more for my video card than I did for my PlayStation2--and I spend many more hours playing games on my PS2 than I do on my computer. If we start seeing diminishing returns in terms of graphics, maybe we'll be able to stabilize at one level for a while... it's ridiculous that a $250 card is "outdated" within a year and a half (if it lasts even that long).

  18. No thanks by phoxix · · Score: 4, Insightful

    I'll just wait till John Carmack has something to say on all of this. Why? because he actually delivers on the technology he speaks of. LucasArts and EA have been going on and on about movie like Video games, and yet have never had much to show for it.

    Additionally, any real game player knows that playing the bloody game is *much* better than watching mindless mini-sequences.

    Sunny Dubey

    1. Re:No thanks by TitusC3v5 · · Score: 1

      You wait and listen to what Carmack has to say. Me, I'm going to wait and see what Shigeru Miyamoto does.

      --
      And the masses cried out, "09 F9 11 02 9D 74 E3 5B D8 41 56 C5 63 56 88 C0!"
    2. Re:No thanks by phoxix · · Score: 1

      hey hey

      My comment on Carmack was a purely technological one. The likes of Shigeru Miyamoto, and (the late) Gunpei Yokoi is another story.

      Sunny Dubey

    3. Re:No thanks by CPlusPlusOwnsYou · · Score: 0

      Additionally, any real game player knows that playing the bloody game is *much* better than watching mindless mini-sequences. I agree totally. Playing Final Fantasy X was hell. It had great graphics, but 10+ hours of movies you have to sit through and CANNOT skip are horrible. One thing I cant stand is a game that has 5 minutes of gameplay, followed by 5 minutes of cutscenes, then more gameplay, repeat. Just let us play!

      --
      "Software is like sex: it's better when it's free."
    4. Re:No thanks by nothings · · Score: 2, Interesting

      He already commented on where he thinks game graphics are going at this year's GDC -- in short, I believe he's saying that 10 years more improvement should get us technologically there, but that there are severe problems with how we create the more detailed and larger quantity of content necessary cheaply enough.

  19. Oh by krumms · · Score: 3, Insightful

    ultimately resulting in games that are closer to full-blown Pixar animations, allowing better narratives and more immersive user experiences.

    Oh bullshit.

    How do better graphics translate into better narratives, or immersive user experiences?

    There's always going to be a "Woah!" factor with each new generation of consoles, but people get over it rather quickly. And once they do, you better hope your games have substance or they'll litter store shelves. Permanently.

    1. Re:Oh by theguywhosaid · · Score: 1

      i know im auto redundant, but right on. theres so many games whose primary feature is looking cool, and i think that sucks.

      of course, i still want the new badass hardware.

    2. Re:Oh by omicronish · · Score: 2

      How do better graphics translate into better narratives, or immersive user experiences?

      I totally agree. It might seem strange, but one of the most immersive games I've ever played has been Civilization 2. It has tile-based graphics, no lighting effects, no animation except for unit attacking, which consists of a sprite simply moving across the screen and an accompanying explosion animation, and had an odd limitation where the world leader portraits would be incorrect when playing scenarios with custom civilizations, so you'd get stuff like Queen Elizabeth representing Hawaiians.

      And yet this game holds the most memories for me. Why? Great gameplay. I could play this game for hours on end, and days and days until I conquered the earth. I can't say the same about most current FPS games that require uber graphics cards to run. Honestly, I play them for half an hour and get bored.

      Immersion may perhaps be helped by graphics as in the case of Alice, but graphics is not necessary for immersion. Great gameplay is augmented, not defined by graphics in the majority of cases.

      Also another minor point since it's not mentioned often, but a predefined storyline isn't necessary for great gameplay as long as the user can dictate the course of events. In Civilization 2, I ruled the world, I conquered civilizations, I enslaved the mediocre French and Zulus under my Mongol empire. At least until the Spanish attacked and destroyed me.

    3. Re:Oh by fullofangst · · Score: 1

      Oh bullshit. How do better graphics translate into better narratives, or immersive user experiences?

      Quite simply, the developers won't have to spend time rendering 'specific' scenes due to lack of processing power - they will be able to render them on the fly. For example, assume person A interacts with person B. Instead of picking one of three choices and seeing a nice, pre-rendered cutscene play out this choice, you now have 20 choices, all rendered on-the-fly, looking as good (if not better) than those pre-rendered animations. You knock time off animation, you make it up with gameplay.

    4. Re:Oh by PhrostyMcByte · · Score: 1

      I agree that graphics don't help the narrative aspect of games, but it definately helps to immerse the player in the game. Consider Doom - in the original, you weren't scared (at least, I wasn't) because everything looked fake. In Doom 3, everything looks very close to real. Real-time lighting. Without it, you couldn't get those deep shadows that the bad guys hide in. Running ignorantly down a hall just to have an imp come out of that shadow you just passed is great. In FarCry, you can hide from your enemies in the shadows of trees, bushes etc. It immerses you.

    5. Re:Oh by Mac+Degger · · Score: 1

      Too true. And you know what's funny? At the moment, I'm playing Alice...and I'm doing it solely for the visuals, 'cause the gameplay sucks.
      But that strange world McGee and his cohorts imagined, and the voicework...wow. It's just a shame that the gameplay mechanic is so utterly simple. Shows you how you might be able to dazzle 'em with pretty colours, but gameplay wins in the end (civ 1 did it for me).

      --
      -- Waht? Tehr's a preveiw buottn?
  20. Article.. by Anonymous Coward · · Score: 0

    Can't we just sum this up with : better technology = better games in the future.

  21. Nice by t_allardyce · · Score: 1

    While this is great news, id much rather play a poor graphics game that had amazing gameplay than a rendering masterpiece with gameplay that makes me want to rip my hair out and smash something. Actually, no, id rather have amazing jaw dropping woody-making graphics and amazing gameplay!

    Hopefully we can put some of that cpu power into some sweet damage models, good ai, and open maps too?

    --
    This comment does not represent the views or opinions of the user.
    1. Re:Nice by MikeXpop · · Score: 2, Funny
      woody-making graphics
      It always comes back to Toy Story, doesn't it?
      --
      Etiquette is etiquette. He kills his mother but he can't wear grey trousers.
    2. Re:Nice by t_allardyce · · Score: 1

      er no.. Debian! you sick-minded perve, i was talking about the rendering engine that comes with woody

      --
      This comment does not represent the views or opinions of the user.
  22. Far Cry! by Anonymous Coward · · Score: 0

    Far Cry! Far Cry! When a new level loads I often spend a few miniutes just drinking in the scene( unless something hulking comes running out of the forest).

  23. Duke Nukem Whenever? by kyoko21 · · Score: 0, Offtopic

    Does Duke Nukem Whenever fall into this? I wonder what the game will be like, and what the cut-scenes will be like? I wonder what the story line will be about? But what I am wondering is when it wil actually come out? :P

  24. Mirror , just in case by pigscanfly.ca · · Score: 1

    Just in case the server crashes and burns (like they usually do),I have put up a mirror.
    The mirror of http://www.acmqueue.com/modules.php?name=Content&p a=showpage&pid=139 is at http://mirrorit.demonmoo.com/r_189/www.acmqueue.co m/modules.php%3fname=Content&amp%3bpa=showpage&amp %3bpid=139

  25. Please Don't by UserChrisCanter4 · · Score: 4, Insightful

    You know what? I hope it doesn't get too much better than this.

    I'm no technical luddite, but to me, the current graphical position we're in is, I feel, sufficient to do almost anything a game creator would want to do. Realistic shadow and light effects, faces that look realistic enough to convey who the character is supposed to be (in the case of a game like Buffy where the character is supposed to be Sarah Michelle Gellar), explosion and fire effects that actually look convincing, etc.

    Would I like more? Eh, I guess it would be cool if a face really could be made up of 15,000 polygons instead of the entire model of the body. The downside is the amount of time and effort required at that point. Gran Turismo 2 had something on the order of 600 cars, each of which were made up of ~350 polygons. Now many of these were nothing more than pallette swaps, with nothing more than a graphics set and spoiler added onto the base car, but many were unique vehicales that had a distinct manner of driving that would interest some people. Gran Turismo 3 bumped the number of polys per car up to ~3,000 (IIRC), and thus bumped the number of cars down to 150, because there simply wasn't enough time for the team of artists to create more than that.

    And therein lies the rub: Ever-expanding graphics place a burden on smaller dev teams that will eventually become too large to bear. Gran Turismo's popularity lies in (at least as far as I'm concerned) its realistic (sans damage) physics, almost RPG-ish approach to car collection/upgrading, and the "real" cars. Arguably, such a game could be done 10 years from now in HD with all kinds of crazy effects, and legitimately, the game was done 6 years ago on a 33mhz MIPS processor. But 10 years from now, when someone wants to create something that captures a similar subset of cool features (maybe a fun arcade-y dogfighting game a la Crimson Skies, maybe the new and revolutionary fighting game that introduces some unique quirk to make things fun), they're going to have a hell of a time competing visually in a market where 1,000,000 poly models require a single artist to work for almost a month to make a single character look halfway decent.

    My point, thusly, is that we've reached a plateau in graphics similar to movie effects. Lord of the Rings, or X-Men, or Spiderman would suck 10 years ago because of the lack of effects houses and hardware capable of doing justice to the storylines. That burden is off of the film producer, and now they can legitimately tell any fanciful story they wish. The same holds for game developers; outside of being limited to 64 simulataneous players for want of RAM/processor cycles, a game developer isn't really heavily limited in the graphics/physics/speed department from telling his or her story, or producing his or her experience. But at the rate things continue, that developer may be limited in the monetary department because of the expenditures necessary for future games.

    1. Re:Please Don't by duckpoopy · · Score: 1

      You are so right. The amount of artwork, and the detail of each model required to populate such a game is staggering. Perhaps it is now up to the software guys to come up with novel ways of synthesizing this amount of detail, to take some of the load off of the artist. In the past techniques like multitexturing, bump mapping, displacement mapping, subdivision surfaces have improved the illusion of detail. I imagine that similar innovations will keep artists from having to model by brute force.

      --
      word.
    2. Re:Please Don't by onion2k · · Score: 2, Interesting

      But 10 years from now, when someone wants to create something that captures a similar subset of cool features (maybe a fun arcade-y dogfighting game a la Crimson Skies, maybe the new and revolutionary fighting game that introduces some unique quirk to make things fun), they're going to have a hell of a time competing visually in a market where 1,000,000 poly models require a single artist to work for almost a month to make a single character look halfway decent.

      Most game models these days are modelled as high-poly originals and then reduced to low-poly in game assets. The time to make a 50 poly model or a 5000 poly model is roughly the same. Whats more, as the graphic power of the target machines is improving, so are the tools people use to make the games in the first place. We've got 3D scanners already.. why not scan the real car for Gran Turismo 29 and use that as a game model?

    3. Re:Please Don't by Stormwatch · · Score: 1

      : Gran Turismo's popularity lies in [...]
      : its realistic (sans damage) physics

      Sans damage... bleh. That's why I like Sega's Daytona USA better!

    4. Re:Please Don't by UserChrisCanter4 · · Score: 1

      Agreed, up to a point (although from what I understand, making low poly models is more difficult, because it still needs to look fairly close to the original). The problem is that past about 10,000 or so polys, more work needs to be done to justify the number of primitives.

      To continue with the Gran Turismo example, take an Acura NSX. The difference between a 300 poly model and a 3,000 poly model is pretty significant. Less seaming on the high poly model, curved surfaces actually look curved. You can even get cool and toss in a simple 8 poly raised Honda or Acura Badge.

      Once you get to a certain point, though, you have diminishing returns. The curved surfaces aren't going to be more curved, and things like bezier curves (that was what Carmack used in Q3, right?) do away with a lot of those issues anyway. What you have to do at that point is add detail. Model the brake disks and calipers as visible through the wheels, and throw in the valve stem while you're at it. Model the interior, since it's visible in some shots. Model the actual internal exhaust pipe as separate from the chrome cover around it. Model rubber seals at edges, and so forth. At that point, you're back to having to brute force the problem, although I'm sure the speed jumps on the dev workstations help a bit.

      I like the idea of 3D scanners, and I think that those combined with stuff like Apple's new lower-cost motion capture systems (obviously not for cars, but you get the idea) will help speed up the work. We have to remember, though, that you can't 3D scan a hell-demon, elf-warrior with full armor set, or 30th century spacecraft, which all feeds back to my earlier point.

    5. Re:Please Don't by ThisIsFred · · Score: 1

      If the game industry is using *computers*, but creating all models from *scratch*, then they're not really make good use of their equipment. As the level of detail advances, so should their methods for creating new models. There are already websites popping up which have an inventory of high-poly models, ready to use (and for a fee).

      I seriously doubt the number of polygons is going to be the limiting factor. Those dev houses that can't figure out a way to do it more efficiently will just go under.

      --
      Fred

      "A fool and his freedom are soon parted"
      -RMS
    6. Re:Please Don't by UserChrisCanter4 · · Score: 1

      See my above post for a further expression of the issues with raising polys.

      Do they create them from scratch? Highly doubtful. I would be imminently surprised if the art team on GT3 started out by deleting every model from GT2 and beginning anew, but several magazine articles and interviews indicated that each model took 3 weeks of man hours to produce. Don't forget that the model also has to be textured, another thing which can't just magically happen.

      Do I think that it's going to come crashing down? No. I saw a presentation given by an engine designer at Origin about 4 or 5 years ago. Apparently, a modeler makes a single model, then produces 5 or 6 versions of it (depending on the target platform) in various poly levels, so that a tank out on the horizon is made of 50 polys (since you can't see the detail anyway), rather than bogging the system down by drawing 5,000 polygons that you can't see. This Origin guy's engine culled polys down in realtime, fast enough for the system to continue playing the game at normal framerates, while making continual steps up and down. I don't know if such a system is currently in use, or if it's already become almost industry standard, or what. I could imagine a sort of reverse intelligent culling (adding?), but as I indicated in another response, past a certain number, you need to start adding actual detail to make a 40,000 poly model worth having 40,000 polys. And you need to texture it. And that takes time.

      My concern is not that people can't do it; it's that a graphical precedent will be set so high that smaller games that could be great end up not even being made.

    7. Re:Please Don't by SmackCrackandPot · · Score: 1

      they're going to have a hell of a time competing visually in a market where 1,000,000 poly models require a single artist to work for almost a month to make a single character look halfway decent.

      By that time, it'll probably be more cost-effective to laser-scan a real car, or get the geometry direct from the manufacturer.

    8. Re:Please Don't by iabervon · · Score: 1

      The really interesting advance would be to be able to reduce the amount of modelling that the designers have to do. If they could just make a single model of each character, and have the system apply facial expressions and movement based on dialog, they could save a lot of time and effort.

      Currently, game designers are limited by the need to actually do all of the artwork. If they could start with an articulated model of a generic human, tweak some parameters to get the character they want, and then write scripts for what should happen, they'd really be free to focus on the story. Of course, this is more a question of the tools used beforehand, not the game system. But if the game system does it, then each scene could play out with the characters wherever the previous activity left them.

    9. Re:Please Don't by topynate · · Score: 1

      No, what you do is licence the CAD files along with the rights to the brandname from the car makers... This can then be edited down to whatever level of detail you can support.

    10. Re:Please Don't by Spy+Hunter · · Score: 1

      Solutions will be found. More powerful modeling tools will create better-looking objects with less effort. More polygon-pushing power will help artists spend more time creating cool stuff and less time optimizing polygon counts. 3D scanning techniques could be used to remove some of the modeling burden. Libraries of prefabricated high-detail 3d objects might become available, licensable for a fee. Don't worry, the game industry isn't headed for any sort of catastrophic collapse due to too much processing power. With more power comes the need for more detail, but it becomes easier to achieve that detail. And if it ever becomes too expensive to make games, they will simply make less expensive games. There's no problem inherent in that.

      --
      main(c,r){for(r=32;r;) printf(++c>31?c=!r--,"\n":c<r?" ":~c&r?" `":" #");}
  26. First, you need employees by Zaffo · · Score: 0

    Whatever might be on the gaming technology horizon, it doesn't seem as though it will be coming from LucasArts.

  27. Toy Story didn't have to wait on the CPU by duckpoopy · · Score: 2, Insightful

    to compute AI, collision detection and physics. Rendering Toy Story at 60 fps is one thing, playing Toy Story is much more difficult.

    --
    word.
  28. No way by Have+Blue · · Score: 4, Insightful

    Games aren't going to match Pixar movies until the writing, acting, and animation is up to Pixar's level, and you can't get those from a hardware upgrade.

    1. Re:No way by grumbel · · Score: 1

      The problem is that even with story and acting up to Pixar's level you still wouldn't have a game, you would have a movie, nothing more. And how does one fit good gameplay into a heavily story/acting dependend game anyway? So far the only genre that did that reasonably well where adventure games, but well, they can life quite without using cutting edge realtime graphics and instead be based on prerendered stuff without to much problem. The games that need fast realtime graphics just too often end up being rather dumb fast action games, where story, if at all, just takes place in cutscenes just too often just slow down the gameplay instead of improving it.

    2. Re:No way by Mr.+Piddle · · Score: 1

      writing, acting, and animation is up to Pixar's level

      You mean hiring (insert popular 1980s stand-up comedian or sit-com actor) and (insert 1980s pop-music star) to add predictable "personality" and "charisma" to a movie designed for mass marketability to average-intelligence children and adults?

      Quite simply, Pixar (and Disney) have a very successful (albeit expensive) formula for making a block-buster movie. Looking back at the last fifteen years of what these companies has pushed out does not reveal a whole lot of variety when looking at the personalities of the characters or of the musical scores. They vary somewhat on plot (often re-hashed from the public domain...what, I can't use Steamboat Mickey, you asshats?!?), but plot is irrelevant to success when Robin Williams or Eddie Murphy is on the payroll. This is why most recent CG movies are simply bland and boring (god, why was Shrek so damn popular--if I see another mass of a thousand cliches like Shrek, I'll puke; I know it wasn't Pixar, but it's all the same formula).

      --
      Vote in November. You won't regret it.
    3. Re:No way by SamSim · · Score: 1

      The other thing is, if Pixar take one year to put out each 100-minute movie on average, how long is it going to take to make a game with ten times as much gameplay, almost all of it interactive? The developments times don't bear thinking about. I'd prefer my games sooner.

    4. Re:No way by Have+Blue · · Score: 1

      That must explain why Finding Nemo was one of the best movies of the year. Oh, wait, sorry, I forgot that every single critic on that page is Shilling For Big Media

      There's certainly crappy animation and CG out there, but it's not coming from Pixar.

  29. HDRI hardly new development - still waiting by Anonymous Coward · · Score: 1, Insightful

    The next generation of video cards and game consoles will be fully capable of using HDRI in realtime

    It's almost 2 years since the R300 release. One of the demos was Paul Debevec's Drawing with Natural light rendered(at 30 min/frame in '98) demo from just a few Sigraphs back was being rendered in realtime on a 9700 pro. Still waiting for the games (Fry cry being the only thing I can think of).

  30. Funny by Pan+T.+Hose · · Score: 3, Insightful

    LucasArts engineer Nick Porcino has an article detailing what to expect from graphics in the next generation of game systems including the "influence of cinematic realtime rendering, the promise of advanced lighting techniques and high-dynamic range images, the uses of the rendering pipeline, and the future of multiprocessor-based rendering and advanced geometry."

    Funny. That is exactly the same what gaming technology engineers were talking about when the first consumer GPUs were hitting the market in the nineties. Meanwhile, the best games ever made by LucasArts are successfully emulated by ScummVM on 486. Cinematic realtime rendering, advanced lighting techniques and high-dynamic range images and multiprocessor-based rendering and advanced geometry my arse.

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
    1. Re:Funny by Anonymous Coward · · Score: 0

      listen to him guys, he's got a PhD!
      cough, cough

    2. Re:Funny by imsabbel · · Score: 1

      Yeah, i agree. LucasArts is one of those companies that really didnt get the transition to 3d right....

      But i think the main reason for them being fucked up is the new star wars trilogy. Someone (or everyone) in their managment seems to concentrate all resources to "movie franchise" somewhere in the end of the 90s, and then only crap came forth...

      But on the other hand: Noone says you CANT make a good game with good grafix. I would sell my sister for a Ultima underworld with doom3 engine graphic...

      --
      HI O WISE PRINCE. WHT TOOK U SO DAM LONG?
  31. narrative need not apply by 1iar_parad0x · · Score: 2, Informative

    A story, when written well, relates the human experience. Ultimately, the goal of the game is to allow you to experience life in an entirely different world. Narrative is not necessary in gaming. Even RPGs have limited storylines. One of the most popular series of all time, Ultima, has a story as a backdrop, but most of the plot is open ended. Frankly, game design is mostly a technical discipline. The game designer doesn't need to work as hard at capturing the imagination of the player.

    Cinematic graphics are but one key in the future of gaming. The technical infrastructure of MMORPGs, the AI of NPCs and enemy characters, the usability of the modern video game are all issues. Frankly, I can't wait until gaming finally gets its psuedo-ray-tracing (1 million polygons**) in real-time so we can get on with developing the other side of gaming.

    **I admit I only have an elementary understanding of graphic engines.

    --
    What do you mean my sig is repetitive? What do you mean my sig is repetitive? What do you mean....
  32. Deadline!! by Anonymous Coward · · Score: 0

    Wish game developers would hire some project managers who could actually get a game out the door in a reasonable amount of time.

    Still patiently waiting on Duke Pukem, Doom and Half Life...

  33. this is getting wierd by Wellmont · · Score: 4, Insightful

    I don't mean to sound funny in any way but this is a serious worry. I'm frightened by the over hype of Video Game consoles. I'm afriad when I see computers more powerful inside gamming machines that retail for 100 to 400 dollars. Makes me wonder if spending 2000 to 3000 dollars on my computer or 500 dollars on a graphics card and Half Life 2 is worth it. Makes me wonder which industry is Really screwing over it's loyal customers. I know the bottom line is to make money, but damn this seems like pure product assasination. Instead of Microsoft and Sony developing computer security, or working on fixing they're current products they are in a race to strip the PC of every title its ever had:
    Master gaming machine,
    Master processing machine,
    Master rendering machine,
    Best priced machine,
    Most useful and fun machine.

    Hey don't get me wrong, if this means computer's and technology is going to get cheaper and look cooler (see, xbox design) I'm all for it. But if this also means microsoft and Sony can beat the crap out of hardware manufacturers like ATi, Asus, Abit, and others then count me out, I'd rather not participate in the destruction of companies that have provided me with high quality long lasting products in favor of a DRM gaming machine like computer.

    1. Re:this is getting wierd by Anonymous Coward · · Score: 1, Funny

      "Makes me wonder if spending 2000 to 3000 dollars on my computer or 500 dollars on a graphics card and Half Life 2 is worth it."

      Save the money and wait for the game to actually come out. I started saving for DNF when it was first announced. I've now saved enough for the down payment of my new house AND a new car!

    2. Re:this is getting wierd by SmackCrackandPot · · Score: 1

      I don't mean to sound funny in any way but this is a serious worry. I'm frightened by the over hype of Video Game consoles. I'm afriad when I see computers more powerful inside gamming machines that retail for 100 to 400 dollars

      Believe it or not, it's an indirect consequence of the marketplace competition between Windows and UNIX for the business market. In the early days you just had mainframes and terminals. Then PC makers edged their way in by claiming that the PC put the power on the desktop, and continued to add features in order to keep sales up (higher resolutions, audio, DVD players). UNIX vendors fought back by offering thin clients (taking the computing power back into the computer room, and using the network to share it out when needed). Did business users really need to buy multimedia systems with DVD players, sub-woofers and 20 Gigabyte hard drives, if they're just accessing client records and replying to E-mail? Just to make sure, they also built workstations from PC components. It didn't help that computer shopper columns also advised home users to buy the cheapest system as possible, due to the fact technology changed so quickly.

      This competition forced PC manufacturers to drastically reduce their profit margins, and thus to seek out new markets; embedded systems and the game console market. The game console market offered the advantage of selling the hardware for a loss and making a profit on the licensing of software. Also, veteran game developers preferred to work on console systems, as they only had to design to one or two hardware platforms. This allowed Sony and Microsoft to use their engineering skills to push out the previous market leaders (Sega, Nintendo). So now you see low-cost PC's for business and home use, and high-performance consoles for entertainment (with maybe a small market for modded machines). But now the development costs for console systems are so high, that all the major players are going for the same configuration (PowerPC CPU, ATI graphics processor).

  34. Do it like this by jabbadabbadoo · · Score: 1

    Just apply the blur filter. It's computational cheap and makes everything look nice. Pretty much like when beeing drunk (not everything looks that nice when you wake up, though...)

  35. We already *have* Toy Story graphics by Jerf · · Score: 1

    We already have Toy Story-level graphics and we've had them for years... Sony promised us Toy Story-level graphics in real time years ago, and by golly, they released the PlayStation 2 and behold, we did!

    Which is to say... been here, heard this. Don't believe it till you see it, and are playing it. And a gentle reminder to the Sony fanboys to take the claims Sony makes about the PS/3 with a grain of salt; they played you for chumps last time, with the worst visual quality of the current generation. (There are many times where even the DreamCast beats the PS/2, because of Sony's poor decisions w.r.t. anti-aliasing.) Don't let them do it again.

    1. Re:We already *have* Toy Story graphics by grumbel · · Score: 1

      Well, we might not have ToyStory graphics, but we are damn close to it. The problem however isn't graphics, but gameplay, camera movement and such. Until we get the graphics to ToyStory level it is just a matter of time, however there hasn't really been any major improvments in gameplay or camera movement over the last years, just little improvements here and there. And as long as you just have your little 3d puppet with a camera behind it and jump through some jump'n run levels, it will neither look nor feel like the ToyStory movie, no matter if the graphics itself match in polygon count and ligthing.

    2. Re:We already *have* Toy Story graphics by moneymatteo · · Score: 2, Interesting

      We don't have real-time Toy Story graphics yet because there is no Real-Time Motion-Blur. Pause a dvd of toy story and look at a frame. Compare this to a paused frame on a video game and notice the difference. Until this technique is incorporated you will always notice the difference between CG for the cinema and video games.

    3. Re:We already *have* Toy Story graphics by j1m+5n0w · · Score: 1

      On to Final Fantasy quality graphics (or better)!*

      I'm increasingly convinced that the next big revolution in graphics is going to be real time raytracing. You can only do so much by increasing polygon counts, but a good ray tracer can do so much more: accurate reflections (environment mapping doesn't count) off of multiple objects, soft shadows, motion blur, focal blur, global illumination with photon mapping, subsurface light scattering, volume rendering, simple CSG, smaller memory footprint for a similar model, and better computational complexity: polygonal renderers are O(N) with the size of the scene, whereas raytracers are O(log N), assuming a good bounding volume heirarchy. Eventually, they will catch up and become faster than polygonal renderers.

      -jim

      * - FF was a pretty good movie, but alas, good technology can't make up for the limitations of the plot.

    4. Re:We already *have* Toy Story graphics by sahonen · · Score: 1

      Even if raytracing is used to do a lot of the effects, it will still be faster to fake certain things with scanline methods. Being able to fake the stuff that can be scanlined reasonably well leaves more CPU time to better graphics in other areas. If you can simply "project" the model from the light source onto the ground to do the bulk of a shadow and just raytrace around the edges of the shadow to soften it (or even figure out a way to fake a true soft shadow, with the shadow getting softer as it moves away from the object casting it), you leave more CPU to do better grahics in other areas.

      Real time raytracing, yes, but only for the things that it's really necessary for.

      --
      Make me a friend and I'll mod you up
    5. Re:We already *have* Toy Story graphics by j1m+5n0w · · Score: 1

      I'm not really a graphics expert, but I'll go out on a limb here and say that the trouble with using hybrid scanline/raytracing rendering is that scanline rendering has worse computational complexity.

      Rendering a grove of oak trees (down to the very last leaf and twig) from the light source may take a lot longer with scanline rendering, and more memory compared to a raytracer, particularly one that allows the oak trees to be defined recursively.

      Incidentally, there's a clever trick with photon mapping that allows you to avoid tracing shadow rays at all: whenever a photon hits something, you project a photon with negative intensity onto the object behind it. When you add the negative value from the photon map to the plain diffuse lighting of the object, you get a proper shadow. I don't know if it's any faster than plain shadow ray testing, but its a cool idea nevertheless. (This is described in Henrik Jensen's photon mapping book - an interesting read that I would recommend to anyone who wants to know about global illumination.)

      Scanline rendering might be good for texture intepolation between sample points or other tedious tasks, though.

      -jim

  36. What will REALLY matter. by moneymatteo · · Score: 2, Insightful

    This article only touches on with two words what the REAL graphical revolution will be. That's going to be Real-Time Motion Blur. With all the tech heads clamoring on and on about 60+ FPS as some holy-grail, why are we all so accepting of watching our movies at a paltry 24 FPS and deem that it looks more real than any video game? It's because if you ever pause to look at a frame of your favorite movie in action you'll notice that the image is severely blurred and contains imagery that encompasses not only imagery from that moment in time, but from time before it which is interpolated together. This gives an effect of reality far beyond what any high frame-rate would be capable of. The process is CPU intensive becaue it involves heavily processing the current frame data with the 4-5 frames that occur before it but with low geometry counts it could be done on current systems.. When are developers going to get on the ball and get this tech going???

    1. Re:What will REALLY matter. by Anonymous Coward · · Score: 0

      You need to couple that with frame interpolation as well. TV/cinema/etc doesn't show the same pic for three frames and then suddenly change it to another one. If it did it would sure as heck jerk.

    2. Re:What will REALLY matter. by real_smiff · · Score: 1

      quick answer cos i wan't to go to bed, but a movie doesn't have to be played. with a video game you need high framerates (and probably crisp visuals?) because you have to respond in real time to user input, and this goes into a feedback loop (input affects visuals which affects input affects visuals and so on = playing the game). The timings for all this are incredibly tight (image on screen, processed by brain, finger responds, game reads button press, game updates screen, repeat), hopefully someone can come in with some figures. also if you've ever watched an IMAX movie you'll know that double framerate can look a lot more realistic. there are issues such as the framerate of a movie being constant, frames being shown whole, people being used to 24fps movies (to the point where games use it as an effect in itself), the low light levels in theatres, yada yada yada. In short, I think there are sufficient differences between games and movies that it's not a great idea to just make games 24fps and give them loads of blur (and you're right movies do have loads) :)

      --

      This is my Sig, this is my Gun. One is for Slashdot and one is for Fun.

    3. Re:What will REALLY matter. by SuiteSisterMary · · Score: 1

      No, but 60/72/100 FPS, i.e. monitor sync, and motion blur, will result in much better looking games.

      And to answer the parent post, 3dfx already tried, and it wound up putting them out of business.

      --
      Vintage computer games and RPG books available. Email me if you're interested.
  37. It won't even run by Anonymous Coward · · Score: 0

    No pixel shader support.

    1. Re:It won't even run by obeythefist · · Score: 1

      A buddy of mine got an MX440 and he was playing Far Cry. With a good CPU behind it, at average resolution, the game ran surprisingly smoothly.

      The image quality left a lot to be desired, however. I even get an okay image quality with my Ti4200.

      Far Cry scales with excellence, however, and I'm looking forward to seeing it after my next upgrade. (I've had that Ti4200 for a couple of long years now).

      --
      I am government man, come from the government. The government has sent me. -- G.I.R.
  38. worthless by Anonymous Coward · · Score: 0

    what a worthless post. you mention a 5 year old game (Quake 3) and a 2 year old game as having impressive graphics (i guess you have never played anything since then). uhh okay. thanks for the tips.

    then you say that gamers "definatly" have something to look forward to. what the fuck? like we didn't know that.

  39. Don't want it at the expense of story by blueworm · · Score: 1

    Most games that utilize this technology now have so much time put into the art that the rest of the game is terrible or the whole thing is only about 5 or 6 hours long and can be beaten with minimal effort in less than a week.

    In short, unless there is a great effort by the industry to reduce the amount of effort developers spend on graphics for the same results, I fear that the games will suffer from this. High level shader languages might be key in accomplishing this but it remains a mystery or now.

  40. raytracing? by mnemonic_ · · Score: 2, Informative

    Sound synthesis is more than just raytracing.

    Also, sound echos based on 3d geometry have been possible since the release of the Aureal Vortex 2 chipset several years ago. But that was not creating audio, just simulating its propagation through a 3d space by tracing the soundwave paths.

    1. Re:raytracing? by AKAImBatman · · Score: 1

      Sound synthesis is more than just raytracing.

      I think you misunderstand me. I wasn't saying that Sound Sythesis == Raytracing, I was liking the two. i.e. Sound Sythesis::Sound as RayTracing::Video. The underlying sound calculations can be simplified in a manner similar to raytracing, and both methods are extremely CPU intensive. My end point was that we've barely started looking at realtime raytracing. Asking for realistic sound sythesis is a bit much at this stage.

  41. Progress only hurts those on the cutting edge by MacFury · · Score: 2, Funny
    You think it's Ridiculous, I think it's great. I can get a $100 video card that totally smokes my friends $400 card from two years ago. I can go to the bargain bin and pickup a game that has been through many patches already and only costs me $20.

    Progress only hurts those on the cutting edge, everyone else benefits from your lust to have the latest and greatest.

    Having said that...I'll be grabbing Half Life 2 the day it comes out.

    1. Re:Progress only hurts those on the cutting edge by syrion · · Score: 1

      Eh, I don't even follow things that closely. This was the first upgrade I'd had in four years, so I went next-to-top-tier (I would never pay $400 or $500 for a video card. that's insane). I do recommend Far Cry while you're waiting for Half-Life 2, though. It's an excellent game.

    2. Re:Progress only hurts those on the cutting edge by Anonymous Coward · · Score: 0

      HL2 will scale right down to your $100 vid card just fine.

      Of course seeing it on your friends NEW $400 card might make things a lil harder on you. :)

  42. Graphical Lust May Kill the Industry by FlipmodePlaya · · Score: 3, Insightful

    As studios work harder and harder to provide an immersive graphical environment, production costs skyrocket. Take Shenmue, a game that continues to amaze me with the complexity of its world. You can pick up and examine detailed objects from dishes in Ryu's kitchen to toys bought from vending machines. There was rarely a purpose for this, just an added touch of realism. Features like these helped to make it one of my favourite games, but they also helped to make the creation cost some $70 million (statistics vary)!

    As technology advances and visuals on that scale become expected by the consumers, only the richest companies will be able to produce games. This will limit the number of titles being put out, and eliminate smaller studios completely (we see this happening every day).

    My hope is that simple, but not ugly, graphics will become a more popular style. Colourful, cartoony designs made of large shapes, and the like. Artistic environments will replace realistic ones. There are plenty of great games that have skirted high production costs by limiting graphical prospects. Chu Chu Rocket, which I was just playing, did that. The graphics do no more than they need to, and as a result, I'm sure it was an affordable game to produce.

    I wouldn't want some great puzzler to be rejected by a publisher who doesn't want to spend the money to bump map the scales on its dinasaurs.

    1. Re:Graphical Lust May Kill the Industry by Anonymous Coward · · Score: 0

      A great game will find its way to popularity.

      Just take a look at:

      Puzzle Pirates

    2. Re:Graphical Lust May Kill the Industry by Anonymous Coward · · Score: 0

      I don't know shit about the industry but I guess one day, pretty much all the models one needs to develop a game will be in the public domain (think objects, characters, cities; both historical and contemporary). Then, I don't see why developing a game should cost millions.

      Reality as we know it can be described once and for all or almost. Then, innovations in terms of what our eyes can see in our surroundings are scarce when you think about it.

    3. Re:Graphical Lust May Kill the Industry by cowscows · · Score: 1

      This was part of the reason given for making the gamecube zelda game cel-shaded. The problem with making realistic looking games is that everyone has a very good idea what reality looks like, so any way that your game falls short will be very apparent. Duplicating the real world is a tough thing to do. But cel-shading puts a game into its own sort of universe, making it easy for the gamer to forgive things that are missing, or wrong (suspension of disbelief).

      And of course, there are still plenty of game ideas which are so far disconnected from reality that a realistic visual world wouldn't make sense. How do you make a realistic looking sonic the hedgehog? A realistic looking hedghog can't do all those sonicy things.

      --

      One time I threw a brick at a duck.

  43. Environment Processors? by Aphrika · · Score: 4, Insightful

    While I think the graphics end of games is pretty much set on it's trajectory, I think it goes hand in hand with the environment the game/film/rendered media is set in. As soon as you introduce movement, you introduce physics.

    I've always wondered if this is going to yield some kind of environment processor - kind of like a GPU, but one that solely handles physics - physics of liquids, solid, gases, and their interactions. Sure it's nice to write your own, but there's got to be so much overlap between engines it makes sense to model the world properly on hardware. Why not?

    I mean, pretty pictures are all very well, but I want to see things dent, explode, flop down stairs/over balconies etc...

    1. Re:Environment Processors? by DarkHelmet · · Score: 1

      I looked for the best link I could find on it...

      http://developer.nvidia.com/object/Particle_System .html

      Some of the demonstrations there include particle systems whose trajectories are entirely done within the shader. I'm not exactly sure why this would be 2001... I suppose it shows that even back then, some physics functions were possible in the GPU.

      Ultimately, GPU's are going to be able to function as highly parallel, highly powered vector processors. Many of the cards are going to be able to handle physics as well as, or better than CPUs, at the expense of possibly graphical power.

      What I'm ultimately more interested in is some kind of API for physics, if it's even possible. In that case, graphics companies would have to write drivers that properly load balance physics tasks between CPU and GPU.

      That would indeed be interesting.

      --
      /^[A-Z0-9._%+-]+@[A-Z0-9.-]+\.[A-Z]{2,4}$/i
    2. Re:Environment Processors? by Mr.+Piddle · · Score: 1

      ...it makes sense to model the world properly on hardware. Why not?

      Just add some isolinear processors, and we'll have Broccoli muff-diving Troi in no-time flat!

      --
      Vote in November. You won't regret it.
  44. So you can't afford it. Wah. by msobkow · · Score: 1

    As long as you have the option of turning down the detail level on games to play them on older hardware, I don't think you have any cause for your whining.

    It is not the industry's fault that you can't afford the latest and greatest bleeding edge hardware. I can't either.

    Or do you bitch and whine that a 5 year old Ford Taurus can't keep up with a the latest Ferrari, either?

    --
    I do not fail; I succeed at finding out what does not work.
  45. Too much focus on graphics! by MysticalMatt517 · · Score: 3, Insightful

    I am really, really tired with the amount of focus that is put on graphics in video games. Yes the eye candy is nice but I would rather have awesome gameplay with average graphics over awesome graphics with average gameplay any day.

    A prime example of this is "Wreckless" for the Xbox. That game was absolutely beautiful. Unfortunately the gameplay sucked. Yes for a good half hour it was fun to gaze at the beauty of the game, but at the end of my five day Blockbuster rental period I happily chucked it back into the return bin and wished for my half hour back...

    The point is graphics don't make the game. I play my Gameboy Advance SP more than my Xbox and Gamecube combined. Part of that is because I'm never home, but I wouldn't bother if the games wern't totally awesome. Mario & Luigi Superstar Saga, Metroid Fusion, and Wario Ware Inc. don't hold a candle graphically to the stuff on my GameCube and Xbox, but they're awesome, fun to play games. What happens a few years down the road when 2D games and games that aren't photorealistic are scoffed at and ignored? There are going to be a ton of awesome games overlooked.

    I think that game developers need to stop wasting time trying to shove just one more polygon on the screen and start working to make gameplay the best possible. The majority of the games out there suck. It's because most developers are too high and mighty. They would rather make a beautiful looking game with average gameplay than to make an average looking game with awesome gameplay.

    Look at Wario Ware Inc. Not just Sprites, but jagged ugly crude sprites that serve just enough purpose to function. The game includes a crude grayscale nose and finger, and you have to pick the nose with the finger in under three seconds... Yet the gameplay is amazing. I've had more fun with that game than the last Tony Hawk release.

    The industry could use a few more nose-picking developers and a few less wannabe Picasso's.

    1. Re:Too much focus on graphics! by Anonymous Coward · · Score: 0

      There are plenty of SHIT 2d titles too.

      Don't pretend that every game that came out on the NES, SNES, GENESIS, were godsends that focused purely on gameplay, because they didn't.

      Graphics were just as big a draw back then as they are now.

      You're really just getting too old to adapt to the new forms of gameplay. Happens to the best of us.

      Oh and for a few years down the road concerning 2d, you might want to look at Viewtiful Joe(GC), and Metal Gear Solid 3(xbox). There will still be developers out there that will find a way to incorporate 2D if they need it for making a great game.

  46. Yup by pommiekiwifruit · · Score: 1

    That game they released called "final fantasy the spirits within" had lovely graphics, but it more gameplay than the other ones in the series. After all in Final Fantasy X (on PS2), you could only pause and continue, but with The Spirits Within (DVD) you could rewind and speed it up as well, just using your remote control!

    1. Re:Yup by Lfen · · Score: 1

      Your point is taken but in spite of that I didn't like The Spritis Within because the plot was so silly, though the graphics amazed me. And I actually loved FFX. Yes the story line was linear but the plot twists surprised me. I enjoyed the cut scenes and had a lot of fun with the combat and exploring. I found the game play absorbing compared to the key pressing I had done ten years earlier in the Ultima's and other "dungeon" romps. I attribute my pleasure to the plot, characters, graphics, the setting, and the combat system. So tastes do vary. Lfen Sigless

  47. Sad... by pwroberts · · Score: 1

    This kind of news makes me a little sad.

    All this can do (at least, in the short term) is push big-name game budgets ever more skyward, pricing the independent developers further and further out of the arena.

    It's getting ridiculously expensive to develop a vaguely "competitive" game for the mainstream market on a non-mobile platform.

  48. Manga-esque RPGs by Dark+Lord+Seth · · Score: 0, Troll

    For some reason, I massively enjoy manga-esque RPGs on my PC even though I have to put up with bad translations, shoddy console ports, storylines more linear and predictable than ... something very ... linear 'n predictable and plotholes big enough to fly a 747 through. It's just a certain kind of charm, rocking voice acting and cool drawn graphics. Don't need a bloody P5 6ghz, 2gb DDR PC5400 RAM with a nVidia Geforce X-treme 20k 512mb for that. Anything capable of rendering above 4096 colours would suffice, really.

    Sadly, being both a PC gamers and European, I find myself severely limited in said games... :(

  49. Some Questions by vix86 · · Score: 1

    I only glanced across the front article and noticed that it was focusing pretty much on some claims of Sony, particularly the fact that the PS3 is supposably going to be able to do 1TFLOP. This is thanks to the Cell design, but what does this leave for XBox2 and whatever Nintendo has up their sleaves? I haven't heard a thing from either companies as to whether they'll have multiple processors or not. So...

    Are Nintendo and Microsoft bound to lag behind if their next generation consoles don't run multiple processors and can't push near-supercomputer speeds? In short are the two going to have to innovate like Sony or be pushed out of the competition?

    1. Re:Some Questions by Anonymous Coward · · Score: 0

      Interestingly enough, I believe all next generation consoles will be created in partnership with IBM. Sony is in a partnership with IBM and Toshiba to produce Cell. Microsoft is dealing with IBM for the XBox2, which rumors show using three PPC970 derivatives. As for Nintendo, I haven't heard much other than to expect them to be using ATI and PPC.

  50. Graphics is stressed so much because... by zalas · · Score: 1

    ...developers probably have an easier time gauging graphics engine and how powerful they are then the strength of a plot. In order to gauge how well a graphics engine performs, you can get hard measurements from benchmarks. To see how good something looks, you can just show pictures to anyone off the street and they'd be able to tell. Now, compare this to story, or gameplay. How do you measure that? While screenshots will reveal how good the graphics are, you can't get something similar for story and gameplay, other than the reviewer describing it with words. Perhaps there needs to be more artistic people in some of these game studios, and I mean people with aesthetics in higher levels of management than the normal game artist positions.

  51. Nick's work speaks for itself... by Anonymous Coward · · Score: 0

    Super Bombad Racing
    Start Wars: Bounty Hunter
    RTX: Red Rock

    Not extactly an industry leader in graphics....

  52. I would say... by nate+nice · · Score: 1

    ...this is all terribly obvious. Why wouldn't graphics get better, rendering techniques refined and improved and advances in computing not result in more immersive, real and cinematic environments? Did you expect it to return to Mode-7 scaling or something?

    --
    "If you are a dreamer, a wisher, a liar, A hope-er, a pray-er, a magic bean buyer ..."
  53. Just think of the possiblities... by Anonymous Coward · · Score: 0

    Just imagine how much cooler Tetris could be with cinematic backgrounds and lighting. Or maybe an updated version of everyone's favourite Windows game, "Free Cell." Graphics rule forever!

  54. HDRI by squidfrog · · Score: 1

    It's about time high dynamic-resolution imaging was supported in hardware. It's not only simple to use, but makes many many things easier--no more worrying about hitting the 8-bit limit, picking colors to avoid saturation/overlighting, or struggling with realistic compositing. For compositing alone it's priceless. Debevec even has a light stage for compositing real-life objects into computer-generated scenes (instead of vice versa).

    I've been working for a while now on HDRI solutions for things like POV-Ray--even if it is a pseudo-solution. (Or you can get the ml-POV patch for more native HDRI support.)

  55. Higher resolution needed by PurifyYourMind · · Score: 1

    All of this is neat, but if we're talking about console gaming systems, a standard television resolution isn't going to cut it. Remember WebTV and how crappy websites looked, since they were designed for screens with 800x600, 1024x768, or even greater resolutions? HDTV is nice, and supposedly required by the FCC pretty soon. But when is the average console consumer going to be able to afford it?

  56. And Atari is still opoular... by FreakyControl · · Score: 1

    I find it amusing that despite the indutry push for practical IMAX quality in the home, with controllers that have 35 buttons (you know, twelve isn't enough!), Atari games still sell quite well. My friend works at a GameStop, and he says the 80 Classic Game collection is a big seller among all generations, and it's ranked as 222 on amazon. Have they ever stopped to wonder why this is so???

    1. Re:And Atari is still opoular... by Anonymous Coward · · Score: 0

      Not meaning to attach anything sinister behind it, but do you really think that gaming industry executives, owners, managers, R&Ders, and programmers are going to bring up how much fun it is to play games a decade old, and therefore make all of their jobs obsolete?

      Its like a bunch of physicists talking about being X years away from learning everything, and then everybody in the room shuddering over the prospect of working at Pizza Hut.

  57. What games need... by Anonymous Coward · · Score: 1, Interesting

    1. Better physics. An explosion should produce
    dust and this dust should float in air and follow
    air currents and obscure light. Me having a
    crowbar means I should be able to make dents in
    walls and (with enough persistence) climb those
    walls. When I pick up a heavy object, I should
    get tired and not be able to run as fast. The list
    goes on.
    2. Better AI. Many FPS games keep their baddies
    dumb but make them harder to see to make it
    challenging. This is no good. Do the opposite
    and it gets more fun. The persistent universe
    concept really isn't realized very well in games
    that try, again for lack of good AI.
    3. More realistic sound. It doesn't have to be
    phonon-level realistic but it does have to
    reflect the media it passes through AND where it
    comes from. If I hit a guy in the neck it should
    sound different from hitting his stomach. I am
    not aware of any game that features realistic
    echoes.
    4. Much much higher polygon count. This is
    especially evident when a game features vegetation.
    Take Far Cry. It is supposed to be the newest
    engine with all the goodies but you know what,
    you'd never mistake any of the plants in that
    game for a real plant. The leaves don't move with
    the wind - that's physics lacking. Me not being
    able to see twigs and identify trees by shape of
    their leaves - that's polygon count lacking.
    5. One of those days, someone will do smell. That
    will revolutionize gaming if done right.
    Unfortunately to do smell right you need to get
    physics right first because smell diffuses and
    rubs off.

    So to conclude, wake me up when the above five
    are taken care of. Until then, it'll be same
    crappy experience and still everyone will go
    oooh and aaah with littlest steps forward
    (photon counting anyone).

  58. Ugh by Anonymous Coward · · Score: 0

    Too much story makes a game suck. They need to seriously CUT BACK on the amount of filler material - like plot, voiceovers - and put in more game.

  59. Fool by Anonymous Coward · · Score: 0

    I was actually thinking that Ulimate's KnightLore had quite impressive graphics (circa 85). We were very impressed. Isometric 3D, in your own home. On hardware that had two years earlier been at best running Rogue-alike games (a brave W pursued rapidly by an evil Z etc.) Finding something impressive has something to do with knowledge of technical constraints and context in which it appeared. I agree with the poster that the Quake 3 engine seemed like a big jump forward at the time. At your tender years you should be outside, climbing trees and riding bikes, no posting to web boards anyway.

  60. Some games make more money than most movies by G3ckoG33k · · Score: 1

    And, this is probably the reason why cinematic guys start making in-roads at /.

  61. Link by squidfrog · · Score: 1

    This is available in PDF here. Interesting read!

  62. Please Don't-Peter Pan. by Anonymous Coward · · Score: 0

    "I'm no technical luddite, but to me, the current graphical position we're in is, I feel, sufficient to do almost anything a game creator would want to do. Realistic shadow and light effects, faces that look realistic enough to convey who the character is supposed to be (in the case of a game like Buffy where the character is supposed to be Sarah Michelle Gellar), explosion and fire effects that actually look convincing, etc."

    Actually, no we haven't. Not even close. Oh, we've gotten good compared to what was before, but the really good stuff is still beyound real-time consumer equipment. And even professional equipment has to strain. Go look at some of the graphics that are cutting-edge(1). Is it live or is it model? Only a careful inspection will tell you that. Throw in the "raytraced" sound that someone mentioned above, and a PPU (Physics Processing Unit) and we are so there.

    (1) I have a small film that has to be seen to be believed. No people, but then people are very hard to do convincingly.

    "Would I like more? Eh, I guess it would be cool if a face really could be made up of 15,000 polygons instead of the entire model of the body."

    Procedural geometry will be seen more and more. Scales well with increasing processor capabilities. Fractals and waves.

  63. It seems obvious, but by Trogre · · Score: 1

    for the love of all things, make the game/engine/whatever spit out exactly one frame per screen refresh!

    It used to be trivial on console and DOS-based systems, and now it's not hard on multi-tasking systems either, now that we have 1ms timer resolution.

    Video driver writers take note. This needs to be supported at the driver level.

    --
    "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    1. Re:It seems obvious, but by h4rdc0d3 · · Score: 1

      You mean Vertical Sync? This has been a feature supported by graphics chip/card manufacturers for years at the driver level (since I can remember). The majority of games also have this option of their own, independant of the drivers.

      Go into your graphics card display properties (any card, any OS) and I'd bet there's a setting in there to enable/disable Vertical Sync. Usually a separate setting for both OpenGL and Direct3D, if on Windows.

      Maybe I'm misunderstanding you, but it sounds like that's exactly what you're referring to.

    2. Re:It seems obvious, but by Anonymous Coward · · Score: 0

      ..no they don't need to take notice since you don't know what you're babbling about.

      waiting for the screen refresh is right there, on the fucking driving level right fucking now, which makes the engine spit out 1 frame per screen refresh if it is powerful enough to manage to actually do the rendering(and isn't turned off).

    3. Re:It seems obvious, but by Trogre · · Score: 1

      Vertical sync is pretty much what I'm getting at. The problem is that it's currently not implemented very well.

      You can turn on a feature called vsync on most video drivers, but often it doesn't wait until a VBLANK before updating the screen buffer. While the fps is sync'd to the refresh rate, there is usually a tear visible somewhere on the screen.

      Couple that with the fact that most games can't maintain a consistently high frame rate due to poor interaction with the OS scheduler and you get jerky motion, which is why most people still turn vsync off.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
    4. Re:It seems obvious, but by Trogre · · Score: 1

      Not true.

      The option you see in your video driver properties is a hack, and a poorly done one at that.

      --
      "Nine times out of ten, starting a fire is not the best way to solve the problem." - my wife
  64. Graphics do not a good movie make by Lord_Dweomer · · Score: 1
    'These will allow run-time rendering of high quality backgrounds and characters, ultimately resulting in games that are closer to full-blown Pixar animations, allowing better narratives and more immersive user experiences."

    I'm studying the Disney brand right now and Pixar of course came up. We've discovered that Toy Story and such would have had a very high probability of being successful without the CG animation becaus the characters were so strong.

    Thus, the point I'm trying to make is that the graphics capabilities do not give you better narratives or stories. They are just graphics.

    Don't get me wrong, I LOVE graphics, and I can't wait till we have true photorealistic virtual reality, but graphics will NEVER be a substitute for a good story and solid gameplay.

    --
    Buy Steampunk Clothing Online!
  65. Silent games-Body Talk. by Anonymous Coward · · Score: 0

    An RPG were your a silent-film star, trapped in a dime store detective novel. No sound, and no dialog. Body language has never been tested this much.

    1. Re:Silent games-Body Talk. by Mycroft_VIII · · Score: 1

      While you were making a joke, I In all seriousness, would really like to see body language and espression better devolped for games, it's why I don't play MMORPG's anymore (that and lag, no broadband here). I got tired of wasting so much time trying to figure who was who. The minute some clothing/armour/weapon combo got cool everyone looked and animated EXACTLY the same.
      Ever been playing a fps and the bad guys have the same slightly constipated look at 10% life they had before they 'knew' you were there?
      The first game to get that right, as long as they don't blow it anywhere else, will massively wow players I bet. (and I don't gamble!)

      Mycroft

      --
      https://signup.leagueoflegends.com/?ref=4c3ed6600b6ea
  66. Computational Fluid Dynamics by Wooky_linuxer · · Score: 1

    You're damn right. Accurately synthesizing sound is a fierce exercise in Computaional Fluid Dynamics. On the other hand, I believe game devs will come out with something that reasonably resembles reality, even if it's not physically accurate by a large margin; mainly due to the fact the we do pay much more attention to what we see than to what we hear, as somebody else have already pointed out. Doom 3 is said to have a believable sound engine. humm... does anyone remember Trespasser? ;b

    --
    Where is that guy who'd die defending what I had to say when I need him?
  67. Important Parallels in Article and NxtGen Graphics by Anonymous Coward · · Score: 0
    If Figures 1 and 2 in the article are anything to go by, he can stick his "cinematic realtime rendering, the promise of advanced lighting techniques and high-dynamic range images, the uses of the rendering pipeline, and the future of multiprocessor-based rendering and advanced geometry" up his arse.

    It has always been and will always be about the gameplay . . .

  68. Ok, all i want to know is by iLEZ · · Score: 0

    when is this going to make its way into pr0n?

    --
    You cant fight in here, its a war room!
  69. Cinematic means raytracing by argent · · Score: 1

    This document still talks about hacking away at one object at a time, rendering transparent objects last, and so on. That means they're still talking about using a bunch of ad-hoc techniques to fake reality, rather than using raytracing and raycasting to simulate physics.

    I won't be impressed until they can manage that in real time.

    1. Re:Cinematic means raytracing by MrHuevos · · Score: 1

      They don't need to manage it in real time, or at all. Photorealistic rendering for film is all about hacks and cheats. James Blinn's 1988 paper started it all, and every SIGGRAPH paper from a Pixar employee since then has followed in his footsteps, even stealing the title. Do you know that Pixar's Photorealistic Renderman, the defacto standard for rendering CGI for motion pictures, didn't even support ray-tracing until the latest version?

    2. Re:Cinematic means raytracing by argent · · Score: 1

      I guess that cinematic rendering isn't actually photorealistic after all, then, and Red's Nightmare is better quality than Red's Dream?

      No, really, who cares what Pixar's using: Toy Story doesn't need to be photorealistic because it's a cartoon. There's no mirrors in the house, and nobody cares if a cartoon space helmet doesn't properly refract light.

      When you're rendering water as a bluish rippled surface with no reflection, a glass as a two-dimensional object, you don't need raytracing. When you're controlling the camera, like in Titanic, you can fake it in post-production.

      Realtime rendering in a videogame is actually a lot harder than in a movie. You can't use the same kinds of tricks and shortcuts: the camera is out of your control, except in cut scenes, and while you can ignore these kinds of things in a first person shooter... if you're doing a narrative-oriented adventure-style game the player is paying attention to the scenery all the time... that's where the clues are!

      So what are you going to do? Re-render the scene over and over again at differing levels of detail? Or build a GPU optimised for raytracing? You could do that, you know, and get Titanic-class rendering instead of Toy-Story shortcuts.

      Raytracing is highly parallelizable: in the extreme case you could dedicate a fairly slow processor to each scene pixel and get real-time results for quite complex scenes. You wouldn't do that in reality, but you would chop the visible area up into chunks small enough for a fast processor to render its assigned area in realtime. You'd preprocess the polygons into two or three sets: these ones intercept primary rays, this simpler scene will do for secondary rays, maybe a third for raycasting.

      THAT is what you need for photorealistic cinematic videogames. What this article is describing is fine for first-person shooters and cartoon cinema, but that's a much simpler problem.

  70. Babble by Caedar · · Score: 2, Interesting

    They talk about the next generation having 'Cinematic Graphics'. Isn't that what THIS generation of graphics cards claimed to have?

  71. all these advances but... by Doppler00 · · Score: 1

    DirectX still requires games to use verticle sync which reduces frame rate about 50%. You can try to force it off, but then the game is unplayable because user input is somehow timed to the framerame and mouse sensitivty for example, becomes completely inconsistent.

    Am I the only one who has noticed this?

    1. Re:all these advances but... by tempfile · · Score: 1

      The drop in framerate is not perceptable. VSync makes the card send the frames so that the screen displays exactly one at a time, which is a good thing. Higher framerates result in half frames being displayed because the screen can't keep up, also known as tearing, but not in a smoother animation. If your framerate is too low, increase the refresh rate of your monitor and watch frame rate increase as well.

  72. Better narratives please by paj1234 · · Score: 1

    I found the treasure of Monkey Island and all I got was a lousy T-shirt.

  73. It's the gameplay, stupid. by Incoherent07 · · Score: 2, Insightful

    All of these new developments share the same flaw: in the end, games are not about what you see, they're about what you DO.

    Innovation in graphics is easy, since you know exactly where to go with it. The amount of work required to create the content goes up, but making prettier graphics is conceptually not hard... more computing power + better optimization = better graphics.

    To be perfectly honest, I could care less how photorealistic games look. It's impressive, yes. But in the end it's not the important part. If I wanted to see really amazing computer graphics I wouldn't need to play a game to do so.

    What about innovation in gameplay? Shinier widgets do not a more fun game make. Unfortunately, innovation in gameplay involves risk... will people like it? And the problem is that because of the higher development costs (due to the better graphics; see also the games story from a few days back), publishers are less likely to take a risk on a new idea... they'll go for what sells: a sequel to an established franchise, a sports game, a movie franchise... something they know people will like.

    Games, as an art, are really not about the shiny things on your screen. Yes, you need them, but at this point quadrupling the detail of the picture is really not going to significantly augment your gaming experience.

    --
    This is my sig. There are many others like it, but this one is mine.
  74. This seems bogus in many ways. by Zobeid · · Score: 3, Interesting
    The hype this article lays down in the first page turned me off.


    The next generation of console and home computer hardware is going to bring a revolutionary leap in available computing power; a teraflop (trillion floating-point operations per second) or more will be on tap from commodity hardware.


    How much power will it draw? How are you going to cool it? The laws of physics appear to present certain obstacles, these are starting to become real problems. But even if you can make this kind of power happen in a game console -- will it make the game drastically better? Will it even make the graphics drastically better? I have doubts.

    It looks to me like we've reached a point of diminishing returns with 3D graphics. Each new generation of hardware is resulting in less dramatic improvement to the images we're seeing. Continuing to throw more hardware at games and calling it a "revolution" will lead only to disappointment.


    Our stories will have the potential for the same depth and sophistication as is expected today in a film or television show.


    Ha, I say! Ha! This is the kind of drivel I've heard from game industry pundits going all the way back to the mid 1980s. Somehow it never seems to happen. We've got plenty powerful enough hardware today, and advanced enough AI algorithms, if only there was a serious push to use them. Yet, this article seems to be implying that a deeper and more sophisticated story is somehow tied to better graphics.

    I was recently looking at screenshots from upcoming games: Everquest 2 and World of Warcraft. EQ2 definitely has highly advanced graphics, from a technical standpoint. Tons of polygons, massive detailed texturemaps, advanced lighting effects, yadda yadda. . . So why does WoW often look more attractive? I think it's because Blizzard focussed on art with a sense of style rather than flogging the technology.

    Blizzard are also working hard to create a well-designed, well-balanced game that's fun to play. Sony, on the other hand, are bragging about their voice acting and how cinematic everything is. Is it a game, or is it a movie? I'd like to play a game, please. Maybe I'm just old-fashioned that way?

    After the introduction the article dives into a lot of technical subjects that I'm not qualified to comment on. At the end it wraps it with a surprising admission. . .


    The graphics revolution that is upon us will be a creative one; present work methods are too labor intensive to scale to the volume of data that we will need to create to support the medium.


    The author implies that this is a problem to be overcome -- probably by borrowing techniques from film and television. I'm thinking instead: Maybe this is the point where we should take a step back and ask if we're even on the right path, if this is the direction videogames (and computer games) should even be going? Is this real progress?
    1. Re:This seems bogus in many ways. by Anonymous Coward · · Score: 0

      You've got a lot of really excellent points here. The real difference the power makes is not in terms of enabling features, it's in terms of letting the artists create the images and experience they want to create.

      The amount of work necessary to get things looking as good as they do on current hardware is out of proportion with the results; people stay up all night coding this stuff, and it's only going to get harder. Xbox2 and PS3 are going to be in the league of what the article describes, within an order of magnitude any way.

      You're absolutely right on your last point on taking a step back. Games shouldn't be about the graphics at all, it's got to be about experience.

      That being said, give an artist sophisticated tools and they'll get used. The content of games is not something that will get solved by graphics programmers; graphics programmers just let game content creators build what they want to build.

  75. wake up!! by Anonymous Coward · · Score: 0
    ok, so we've been able render Toy Story in real-time for a while...

    except that we haven't. Wake and smell the marketing bullshit!

  76. Maybe I'm the 1 percent by Spiff28 · · Score: 2, Insightful

    I personally react much better to sound than sight. Sight requires I actively be looking around, with sound, I just have to listen. Deer don't look around, they listen for a twig to snap.

    I can almost never play Smash Brothers Melee with the sound off. I listen for things like items being thrown (ok, time to dodge), moves with large execution times (ok, time to strike while they're vulnerable), etc. That way I don't have to keep my eye on the opponent at all times, I can focus on using the environment to my advantage.

    - spiff

    1. Re:Maybe I'm the 1 percent by Retric · · Score: 2, Insightful

      Yea, but the sounds your useing could be the voice of someone saying dodge or a bleap that works the same way it works the same. But, if you want to play Smash Brothers Melee with the sound on and vido off I will play ya with the sond off and the video on.

      Basicly, I don't care how great the sound's are. But I notice how good the video is. In fact I dislike games that I need to play with the sound on.

    2. Re:Maybe I'm the 1 percent by Anonymous Coward · · Score: 0

      I'm the same I think. For example, I could care less about picture quality when watching a movie but it drives me nuts if the sound is even slightly off. TBH, I was always quite happy with VHS so long as it had a HiFi sound track and neve bothered with DVD for a long time because of that.

  77. I've heard of this before... by ILL+Robinson · · Score: 1

    From the article:

    The graphics revolution that is upon us will be a creative one; present work methods are too labor intensive to scale to the volume of data that we will need to create to support the medium. We will need new production methodologies blending techniques from games, film, and television.

    ...sounds like Machinima to me.

  78. FF6 by i0wnzj005uck4 · · Score: 4, Insightful

    You know, with all the recent game developments and my newly-purchased computer, I have to admit that better graphics does, at times, produce a better game. I've been absolutely loving Beyond Good and Evil, and that's in great part due to how immersive and overly-detailed the world is in the game. How you can walk around the orphanage and see little child drawings of the pig-man on the walls -- these are things that most games miss, these little details. However, as a game it succeeds as a whole; without the story and the gameplay, as many other people have been saying, it would have been a failure despite the beautiful graphics engine. (This is the reason I hated the new Prince of Persia: the fights just weren't all that well-thought-out.) Anyone else here remember being drawn into FF6 (FF3 US) for extended periods of time? Or how ultimately playable FF7 is even now, despite the fact that its graphics are severly outdated and it always runs at a low resolution with a low framerate? Right now I'm living in Japan. I have Beyond Good and Evil, the new 4 Swords Zelda game, and FFXI. Wanna know what I'm playing most, though? The original Zelda on GBA, second quest. That should say something about the current state of games and immersion.

    --
    - Cloud
    1. Re:FF6 by Mac+Degger · · Score: 1

      You're talking about art direction: that's where the immersion comes from. And it's a totally different thing than juts 'better graphics'; it's the (consistent) style a game has.

      --
      -- Waht? Tehr's a preveiw buottn?
  79. what's their incentive? by CAIMLAS · · Score: 1

    What's the game industry's incentive to make all these high-detail, high-requirement games? I don't see anything but a very small subset of gamers (most of which seem to pirate most of their games anyway) who give that much of a damn about this and that new graphic feature anymore.

    If anything, it's a pain in the ass and disliked. It's almost always the case that at LAN parties there's someone or multiple someons that don't have fast enough systems, enough memory, or fast enough video cards to handle the game that 75% of the people want to play. So the result? The game doesn't get played.

    It seems to me that they'd get more of a client base if they were to make stories that are immersive, and gameplay that is immersive. I can only take so much repetitive running around and shooting. Give me some variance to that, and I'll be happy - as will many other gamers that are similarly bored with games.

    --
    ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    1. Re:what's their incentive? by aXis100 · · Score: 1

      I agree. Look at the succes sof Counterstrike. Whilst I thought the half life/quake2 engine still looked pretty good, it arguably trailed behind new engines in terms of visual quality.

      However, CS was a huge hit, not because of the graphics, but because of the great gameplay. The same can be said about a number of community driven mods.

      Personally, i hate new games coming out with such high system requirements that I have to upgrade. I really dont want to have to spend $500 on video cards every six months just to keep up.

  80. Not true by Anonymous Coward · · Score: 0
    If you find the game tedious, it doesn't matter whether it has the best storyline since War and Peace.
    That's entirely personal. I find Splinter Cell horribly tedious, waiting around for ever. The story is huge, and the game is tedious as hell. That's why I love it, but by your standards I shouldn't.
  81. Graphics don't matter by Saville · · Score: 3, Insightful

    much. Unless you are trying to simulate reality I don't understand the continued obsession with improved graphics. With the Dreamcast hadn't we reached the golden age where any game imaginable can be created? What about using stylized graphics like Jet Set Radio instead of realistic graphics? Would The Simpsons be funnier if it had more realistic drawings or real actors instead of voice actors and simple drawings which look less real than Disney's Snow White from the 1930s?

    Look how anime gets away with simple "graphics", but is able to quickly communicate emotions. Same with "South Park." We need to be more worried about what we do in games and how we do it (look at the success of novelty items like the eye toy) instead of only trying to push visuals.

    I understand the excitement over new graphics when they enabled new games. Pong->Space Invaders->Pac Man->Super Mario->Street Fighter II->Super Mario Cart->Virtua Fighter, but I just don't see the point any more.

    Here are three screen shots; which looks most fun?
    fake far cry
    real far cry
    gish
    Personally after watching the gish movies I think it looks the most fun :) But even the fake far cry screen shot, which won't happen until far in the future, doesn't really look more fun than the real far cry screen shot.

    1. Re:Graphics don't matter by Anonymous Coward · · Score: 0

      Personally after watching the gish movies

      That's nice, but how bout playing the games THEN decide which is more fun?

      Let's say you do like FarCry. Would it matter if you turned down the detail on Far Cry to play it on an older machine?

      Would you still enjoy the immersive gameplay? Great AI? Or would you bitch about how crappy the graphics are compared to what they could be?

    2. Re:Graphics don't matter by Saville · · Score: 1

      >> Personally after watching the gish movies I
      >> think it looks the most fun :) But even the
      >> fake far cry screen shot, which won't happen
      >> until far in the future, doesn't really look
      >> more fun than the real far cry screen shot.
      > That's nice, but how bout playing the games
      > THEN decide which is more fun?

      I said that gish LOOKS most fun to me. Not that it would BE more fun. You should read carefully before replying. I'll explain why I felt that way. The primary reason that gish looked the most fun is because it showed a movie of *game play*. Not a movie of cut scenes or engine features, but a movie about what the game is like to play. It demonstrated the game is based around a simple concept, but when applied to different situations leads to emerging game play. Looks fun. To me anyway. But I'm a bit passed the point where graphics are really important to me so for people looking for an *emmersive experience* (think about the definition of those words) instead of a simple game (again, think about the definition of the word "game") they'll have different tastes.

      Which screenshot looks the most fun to you? Why?

  82. Immersive? by noda132 · · Score: 1

    ...resulting in games that are closer to full-blown Pixar animations, allowing better narratives and more immersive user experiences.

    I have yet to find a more immersive game than Tetris. I guess other games are less immersive because their graphics are far worse.

    Oh, wait a second, I know why: because the developers spend too long on stupid graphics.

    (Of course, I should mention exceptions to the rule, such as Viewtiful Joe, anything Mario, and Half-Life...)

  83. Unreal 3 engine demo vid by Brakz0rz · · Score: 2, Informative
    --
    "Man will never be free until the last king is strangled with the entrails of the last priest." - Denis Diderot
  84. Certainly by Pan+T.+Hose · · Score: 1

    Yeah, i agree. LucasArts is one of those companies that really didnt get the transition to 3d right....

    Indeed. In my opinion they got it totally wrong.

    But i think the main reason for them being fucked up is the new star wars trilogy. Someone (or everyone) in their managment seems to concentrate all resources to "movie franchise" somewhere in the end of the 90s, and then only crap came forth...

    You're right. I never understood this whole Star Wars hype, but I guess that the despotism apotheosis propagating agenda is more important for Lucas than giving us good games (or movies, for that matter).

    But on the other hand: Noone says you CANT make a good game with good grafix. I would sell my sister for a Ultima underworld with doom3 engine graphic...

    I would kill for even a regular Ultima 8 (or even 7) with Doom 2 (or even 1) engine. I believe such a game might totally kick arse, mightn't it?

    --
    Sincerely,
    Pan Tarhei Hosé, PhD.
    "Homo sum et cogito ergo odi profanum vulgus et libido."
  85. Gameplay by trouser · · Score: 1

    C-64 Paradroid. I still play it today using an emulator and I enjoy it more than any of the monster 3D first person perspective cinematic tours de force that these modern game writers keep churning out. It doesn't look so cool at first glance but it offers compelling gameplay.

    And I'm fairly certain that the most frequently played computer game in the western world is solitaire.

    --
    Now wash your hands.
  86. I agree completely by sirshannon · · Score: 1

    The most immersive game I ever played was the original NES Metroid. The most immersive I've ever watched someone play was Resident Evil. In both cases, I think the sound and gameplay/plot had everything to do with it and the graphics very little.

  87. For that, you buy Havok by Animats · · Score: 1
    That's what commercial physics engines like Havok are for, The Havok engine on the Playstation 2 reportedly uses the vector processors, so special purpose hardware is already being used.

    Massive parallelism is helpful to a physics engine, as are lots of fast FPUs. (Preferably double precision. Single precision in a physics engine requires workarounds for the low precision, if the world is at all big. You lose precision when far from the origin. The PS2 has single precision floating point only, which is a headache.) You do lots of 4x4 matrix multiplies, so the same kind of hardware that appears in the geometry-acceleration part of a GPU is helpful. There's not much use for the back end of a GPU, with the frame buffers, Z buffers, and fill engine.

    The hardware requirements for a physics engine look much like those for a number-crunching supercomputer. That's not surprising; the calculations are quite similar. Amusingly. the biggest supercomputer today, the Earth Simulator in Japan, has a architecture that looks vaguely similar to a PS2.

  88. And still every SW game will be crap by SetupWeasel · · Score: 1

    that's all I wanted to say really.

    Yes I know Factor 5 did a good job, but they are the only ones. Don't you DARE bring up Knights of the Fucking Shitty Plot and Uninspired Gameplay. Game of the year my ass. More like game Microsoft paid Gamespy to say it was game of the year.

    SW

  89. Graphics DO Matter by Beg4Mercy · · Score: 3, Insightful

    Everyone seems to be saying "but what we really need is better gameplay (and better stories)." I for one would like to post that I WELCOME THIS CONTINUED IMPROVEMENT IN *GRAPHICS*. People are making the mistake that developers have to pick ONE of good graphics, sound, storyline, or gameplay. But they are NOT MUTUALLY EXCLUSIVE! You're looking at the game the whole time you're playing it, graphics cannot possibly hurt the gameplay. Nice graphics create better immersion -- which ties into the story. Focus on the graphics AND the gameplay. It can easily be done. Obviously the graphics programmers and artists are going to be working on the graphics, but the other members of the team (like designers) will take care of the gameplay, sound, and story. Don't go the way of Nintendo and believe people are not interested in technological innovation. They are, and they are ALSO interested in gameplay, story, and sound. We can have excellence in all four.

    1. Re:Graphics DO Matter by Bambi+Dee · · Score: 2, Insightful
      You're right, we look at the graphics all the time so they'd better not suck. But does that automatically mean they have to require the latest and greatest hardware? Sure, in a game that was trying hard to look "real", I'd likely also want all the realism I can get, and that requires hardware (that I can't afford).

      But graphics needn't be realistic to be good. Van Gogh's "Starry Night" or Paul Klee's "Dream City" aren't and weren't meant to be realistic. Does that mean they suck? I don't think so.

      Maybe we're at a "Rembrandt" stage of videogame graphics - (most) people seem to want everything to look "real" (i.e. like in the movies). But that's hardly all there is to art. Maybe, once realism has worn itself out, we'll see the videogame art equivalents of Van Gogh, or Klee, or Gauguin, and, eventually, cubism and abstract art as designers grow tired of depicting physical objects at all.

      (Not sure I'd welcome all of that, but I must admit I'm getting tired of realism. Realism doesn't guarantee interesting faces on characters or atmospheric scenery or an avatar you want to identify with. I'd rather have those but in a 320*200*32 2D game than perfect realism but nothing worth looking at. Not that you were advocating boring graphics. I guess this post is one big digression!)

      I mean, we've had cave paintings (Pac-Man) and elaborate antique frescoes (Pac-Land) and the middle ages with their semi-3D (Pac-Mania)... so who's to say realism's the be-all, end-all? It certainly has its place, but so do other styles.

      (My apologies to anyone with a less shaky grip on art history)

    2. Re:Graphics DO Matter by metroid+composite · · Score: 1
      Don't go the way of Nintendo and believe people are not interested in technological innovation.

      Oh? IIRC Nintendo was the first company to display a cel-shaded game (though others beat them to the publishing line). Also, the visor effects in Metroid Prime were a reasonable step up from all I've heard (though it may be copying another game I haven't seen). Looking further back, what about F-Zero, Mario 64, and Donkey Kong Country?

      Nintendo strikes me as one of the most innovative companies graphically. The difference is that they think about their market; Animal Crossing for the GCN is essentially N64 quality of graphics, but...even if it was ultra-realistic, would YOU buy it? You're not in the target audience, I'm guessing. Yes, some audiences care about graphics. No, not everybody does.

    3. Re:Graphics DO Matter by Beg4Mercy · · Score: 1

      I retract the comment about Nintendo. I seem to remember reading an interview where they said consumers are not interested in a new technology, and that the will not be putting out a next generation console in 2005 or 2006. However, I tried to look up that interview and have been unable to find it. In the process, I read that they are indeed intending to release a next generation console in 2005 or 2006.

      However everybody I know considers the GameCube a joke for some reason. And you're right, I guess I'm no longer in Nintendo's target audience.

    4. Re:Graphics DO Matter by metroid+composite · · Score: 1
      I seem to remember reading an interview where they said consumers are not interested in a new technology, and that the will not be putting out a next generation console in 2005 or 2006.

      I too remember an article claiming that they planned on a 2007 release which they later decided against. It doesn't sound like a terrible idea, actually; the jump from GCN/XBX graphics/hardware to what I've seen of next-gen looks smaller than the jump from PS2 to GCN/XBX (PS2 not having anti-aisling or four controller slots or fast load times) and yet look who's in the lead and still selling the most consoles. People dislike upgrading.

      However everybody I know considers the GameCube a joke for some reason.

      Odd; most people I know have respect for it (if not always as much as the PS2) but then I don't know anyone who's into online console gaming.

      And you're right, I guess I'm no longer in Nintendo's target audience.

      For that particular game, I meant. I assume you're still the target audience for MGS: TTT, Metroid Prime, or Eternal Darkness. For example, I believe Konami makes dating sims for the Japanese teenage girl market--doesn't mean they don't make games for other audiences as well.

  90. Weird? by Anonymous Coward · · Score: 0

    You realize that you don't have to spend that much money to play HL2.

    Everyone runs around acting like they need TEH UB3R COMPUTER to play these games.

    The fact is you can play the game, you just can't turn on every crazy detail.

    I've heard Valve talk about several times that HL2 will scale very well down to low-end systems. While you can't play it on a Voodoo 3d card, you can't play a PS2 game in a PS1 console.

    So no, they're not screwing the customer. The customers are just generally too stupid to realize that, higher numbers don't mean better automatically, and that games can be enjoyed without every whizbang feature turned on.

  91. Pr0n Industry to lease newest game engine. by xile · · Score: 1

    Can't wait to see that one happen.
    w s w s w s w s w s w s

    --
    Don't mistake lack of talent for genius
  92. Re: The difficult choices of starship captains by some+guy+I+know · · Score: 1
    You have to make all those crummy morality choices
    You mean like choosing which non-descript red-shirted crewman will accompany the landing party?
    --
    Those who sacrifice security to condemn liberty deserve to repeat history or something. - Benjamin Santayana
  93. Strange... by Kjella · · Score: 1

    ...the game I'm most addicted to at the moment, Prince of Persia: Sands of Time, there's absolutely no dynamics in the plot whatsoever. In fact, there's only one path at all.

    A good story needs some guidance. Nothing is more boring than a freeform game where you keep doing the same tactic, as is usually the case with "dynamic" games. Usually they involve leveling up until you're strong enough to advance said plot. If you're not ready for that yet, go back and explore some more "dynamic" plot (read: sub-quests) until you do...

    Kjella

    --
    Live today, because you never know what tomorrow brings
    1. Re:Strange... by Sylver+Dragon · · Score: 1

      Prince of Persia:Sands of Time was a great arcade type game. One of the things it had going for it was that, this was all that was expected of it. A good action title, with just enough plot to hold all of the sword fighting together. The re-play value on it, however, is not really there. I played it for a week or two, beat it, and loaned it to a friend. I haven't missed it, and will probably sell it to GameStop once I get it back. Had there been anything more to it, I might not have been as willing to give it up. Even if it was just a matter of re-playing the game to get a better ending, but there wasn't even that. Granted, that extra endings still wouldn't have extended the game's life much.
      Truth is, there are some good games without a dynamic plot, but they usually are just arcade type games. On RPG's, stategy games, and to a lesser extent simulation games, a strict story line begins to chafe really quickly. Even a basic branching plot line adds a lot to the game.
      Of course, one should always keep in mind that all the studio is concerned about is making money. Ubisoft made their money on me (actually, my friends, the game was a gift), so they succeeded. But they also lost a sale to my friend, as I was able to loan it to him quickly. Also, I have a few other friends who might borrow it from me instead of buying it as well, so it may get worse. In the end its a balance, if the game is good it will get bought. If its too short though sales could be lost to borrowing and re-selling. But, on the other hand, if it costs too much to make, to get those extra sales, its not worth doing.

      --
      Necessity is the mother of invention.
      Laziness is the father.
  94. " You can't drive across the ocean in a car" by Anonymous Coward · · Score: 0

    Oh but you can!

    http://slashdot.org/articles/04/05/03/0147232.sh tm l?tid=126&tid=159&tid=186

  95. Hi-res boredom by DrCode · · Score: 1

    Yes, my first thought was that the new games will let you run around shooting things in higher-resolution. Wow.

    I still think Sam and Max is a great game, but wouldn't call the graphics "minimal". That's a term I'd reserve for, say, King's Quest I or Maniac Mansion. Sam and Max actually looks pretty good if run with ScummVM with one of the scalers turned on.

  96. I want LOK back!!!` by GhodMode · · Score: 1

    forget cinematic! I want Legends of Kesmai back!!! :) :)

  97. And it is needed by CosmicDreams · · Score: 1

    I recently re-played Final Fantasy X for the PS2. Still a pretty game to watch. The CG sequences are excellent. But the one thing that stuck out like sore thumb was the spotty delivery of dialouge in that game. From a critical perspective, you can see how this game could have been so much more immersive and intresting if the characters didn't pause during are in between sentences, sound synch was perfected, and maybe a bit of touchup for the script. The speech pausing in particular destroys the mood and frustrates the gamer.

    Overall, FFX as a story was pretty good, with some obvious problems. Those problems could be solved if the developers concentrated more on story delivery than making superior graphics. But we all know what sells mass volumes of games.

    I am optimistic that gamers will begin to demand better story-telling from the game makers after playing games that do an exceptionally good job of it (example: Sly Cooper, Jax and Daxter 2, Onimusha 3).

    EXTRA: Onimusha 3: Can you belive that opening sequence! Dear Lord, that ROBOT team is good.

    --
    Go Gusties
  98. good graphics need good hardware? by AzraelKans · · Score: 1

    [Off topic]
    To the 400 guys who answered "graphics are not important X are more important!" the article was about GAME GRAPHICS only. Thats like a discussion where someone announced "lets discuss about the best books of our era" and answering "TV sitcoms are more important than books!". Try to stay on the actual topic please.
    [/off topic]

    IMO one of the biggest problems with today graphics is that new "features" are always treated as "only available in the newest most expensive 3d cards" per example effects like ambient "glow" (I cant remember the actual name right now) realtime shadowing and even normal mapping can only be done if you have certain version of a GPU to do it. This is in fact not correct, some of this effects are possible (even at a good framerate) without such hardware, the new hardware only makes easier to pull the effects thanks to it becoming a feature or due to some exploit. Per example the ps2 does not feature antialiasing, yet several developers have found how to "emulate" the effect with several methods, some of them very apropiate. John Carmack's "realtime shadowing" in doom 3, does not necesarily use vertex shaders(although it is vastly improved using pixel shaders) , but a very ingenuitive and optimized algorithm wich requires the stencil buffer (available since the riva tnt2) and prince of persia SOT "glow" effect (which has a pc version that wont run with anything below a ATI 9200) can even be done without any vertex or pixel shading at all by using bitmap overlays. (is slower but a good processor can help to keep the framerate) It seems sometimes that card/hardware manufacturers can be a bit intrusive in deciding which features are to be used and which ones are not in game developing. or perhaps game developers should ask themselves if having a certain feature in hardware means theres no way to implement it without it.

    Kudos to ID who are developing doom3 with a geforce 1 minimum spec, and to the Ut 2004 team, which needs a riva tnt2 as a minimum spec, we know that wasnt easy and we apreciate it.

    Additionally you have to remember theres no "look good" button in max3d or photoshop, a great artist can create stunning visuals even with lesser hardware and smaller poly count, while a crappy one can make a single cube use up to 6000 polies and still manage to make it look awful. Good artists are more important to graphics that any hardware feature (even one as impressive as HDRI)

    It would be interesting to hear Carmacks Opinion on this topic. Unfortunately I think he's rather busy adding doom 3 finnishing touches.

    --
    Go ahead MOD my day!
    More opinions here