Slashdot Mirror


Gaming Beauty Is Only Pixel Deep

Thanks to NTSC-uk for its feature discussing what the new pixel and vertex shaders mean to this generation of videogames. The piece laments: "Looking back at the past few years, games have looked incredibly similar. And this is the main reason why: they all used the same tools", before going on to explain: "The hardware previously contained logic circuits to simply perform the operations needed by Gouraud and Flat shading, but now the fully Programmable Pipeline has introduced a whole new world of graphical effects for us all, limited only by the programmers' time and creativity", referencing "the water effects used in Super Mario Sunshine, cel shading effects used in Zelda, or the rippling water effects on Dead or Alive 3."

50 comments

  1. good article by SkunkPussy · · Score: 1

    interesting and set at a reasonable level of understanding.

    --
    SURELY NOT!!!!!
    1. Re:good article by Cebu · · Score: 4, Informative

      Good article? It's terrible:

      "Most 3D objects are made from triangles. A triangle is given by three points in space. If they are modeled as polygons, by the time they are drawn on the screen (rasterised)..."

      Rasterization is the process by which an aribtrary mathematical representation is converted into a raster image (an image composed of a grid of orthogonal display elements). Rasterization is not when something is drawn on the screen. ...then they are split into triangles for simpler rendering (Due to the mathematics that states that any polygon can be formed by multiple triangles)."

      Complex representations of three dimentional objects are not split into triangles for simpler rendering, they are split into triangles because it allowed for faster rendering.

      There is no statement in mathematics that claims any polygon can be formed by multiple triangles. Furthmore, this claim is false.

      "The whole process of rendering takes each triangle in 3D world space, and projects them onto the screen as 2D triangles."

      This claim is false. If you are projecting three space triangles onto a cartesian plane, they do not necessarily become triangles. Lines, points, and nothing at all are not triangles.

      "The most basic method of lighting is simply giving each triangle a flat colour, and by no coincidence at all, this is called Flat Shading."

      This is not lighting -- it is called shading. The process of selecting the actual colour of the polygon would be considered a rudamentary lighting model, not simply the assignment of a colour. Again, shading and lighting are independant.

      "Cel shading techniques can make use of the fast rendering speed to save some processing power for the pencil outlines, so it's still a relevant shading method. I, Robot was one of the first games to take advantage of this technology."

      As before, the ambiguity of the last statement is enjoyable -- "I, Robot" was one of the first games to use 3D polygonal representations. It was not one of the first games to use flat shading, nor cell shading (given that it does not use cell shading).

      "The next shading technique, which was common in the later days of the PlayStation, is named Gouraud Shading:..."

      Gouraud shading was first presented by Henri Gouraud in 1971 and has been common in games well before PlayStation.

      "...by working out the colour at each vertex, and interpolating this colour between the vertices across the triangle whilst rendering, it will give an approximate idea of how the triangle should be shaded."

      Gouraud shading takes the averaged surface normals at each vertex and performs a lighting computation (originally a Lambertian diffuse calculation) upon them. The resulting vertex colours are then interpolated along the edges of triangle, then the triangle is filled by interpolating between each set of edge pixels per a scanline.

      "Unfortunately, because the colours are worked out at the corners and mixed across, shadows in the middle of the triangle will be completely missed."

      The production of shadows has nothing to do with Gouraud shading, or shading at all.

      "Also, when using large triangles, the effect can seem quite unnatural, and it's especially noticeable in Metroid Prime when moving around in Morph Ball mode."

      The problem with Gouraud shading is that it restrict light sampling to vertices taken from the world geometry. The accuracy of the shading is then directly proportional to the vertex density of the world geometry. It also performs poorly at oblique junctions. Another issue is the Gouraud shading is not perspective correct.

      "Games such as Silent Hill 2, however nice the shadow generation is, still only use this basic shading model, and it's very noticeable with the 'squares' since the light hits the vertices (corners) in turn, the light tends not to spread slowly across the triangles."

    2. Re:good article by Have+Blue · · Score: 1

      Complex representations of three dimentional objects are not split into triangles for simpler rendering, they are split into triangles because it allowed for faster rendering.

      Those statements are equivalent- the reason a triangle renderer is faster than a general 2D polygon renderer is that handling triangles is simpler.

      Again, shading and lighting are independant

      Technically, lighting would be a subset of shading. Shading is simply the selection of fragment color; one possible method is by evaluating a lighting model but there are many others.

    3. Re:good article by erich666 · · Score: 2, Informative

      A minor point of interest (for true graphics geeks only): you write, "Another issue is the [sic] Gouraud shading is not perspective correct." In algorithmic terms, you're right, original Gouraud shading interpolates in screen space. However, when I was helping to revise the book "Real-Time Rendering" for its second edition, I asked NVIDIA about this (in 2001), whether they interpolated Gouraud in screen space or perspective space. Surprisingly enough, they now interpolate Gouraud shading using perspective correction, just as they do for textures, and so give a better result.

      I agree that there were a number of missteps and questionable statements in the original article, unfortunately. It's too bad, as this area of graphics is exciting and much of it not all that hard to explain clearly. Graphics GPUs (and not the article's "VPUs", a term that hasn't caught on outside of ATI) now allow some seriously large programs (e.g. 1024 steps per pass) to operate on each pixel a triangle covers. The graphics hardware pipeline, by using multiple passes, is Turing-complete (and has been for some time), though I recommend against using it for making a spreadsheet program.

    4. Re:good article by Anonymous Coward · · Score: 0
      " This claim is false. If you are projecting three space triangles onto a cartesian plane, they do not necessarily become triangles. Lines, points, and nothing at all are not triangles."

      Or even curved lines with fisheye lenses, etc.

  2. As far as I know... by Quarters · · Score: 5, Interesting

    The Gamecube doesn't have a programmable function pipleline for graphics effects - it has a very robust fixed function pipeline. The effects the author emphasizes in those three Gamecube Games were more than likely done on the CPU and not with a programmable GPU. While that doesn't diminish the look or technical achievement of those games it does throw water on the author's assertion that games all looked alike before GPUs because all fixed function pipelines give the same look to their output.

    1. Re:As far as I know... by Illissius · · Score: 3, Informative

      While I don't have any knowledge of the GC's GPU per se, what I do know is that the company that designed it, ArtX, was subsequently bought out by ATi and the same design was used as the base of their R3xx (Radeon 9x00) series of graphics cards, which do indeed use pixel and vertex shaders (versions 2.0). So it's certainly possible.

      --
      Work is punishment for failing to procrastinate effectively.
    2. Re:As far as I know... by Funk_dat69 · · Score: 2, Interesting

      I'd actually bet that it has functionality similar to the register combiners found on the original GF2-GTS. These were basically precursors to todays programmable units - they allowed nifty effects, but were still limited and locked into the fixed function pipeline.

      --
      FUNK!
    3. Re:As far as I know... by TomSalter · · Score: 2, Informative

      Hi all, I wrote this article, so I thought Id comment :) The GameCube does in fact contain Pixel/Vertex shaders in the true sense of the word, rather than complicated GL extensions available. If you browse Gamasutra.com or elsewhere, there are considerable articles explaining how to use these. If only someone would send me a full dev kit (I have the NR 'Cube) then I could test further :)

    4. Re:As far as I know... by Cebu · · Score: 1

      Gamecube has fixed-function configurable shaders, which are the precursor to modern programmable shaders.

      You are correct in that the shaders do operate both per a vertex, and per a pixel, but the original parent is entirely correct -- these are non-programmable.

    5. Re:As far as I know... by Quarters · · Score: 2, Insightful
      A GL extension has no bearing on whether or not a particular piece of hardware has a true programmable GPU or not. OpenGL and GL extensions are software. You can write GL extensions that will run on a CPU.

      The Gamecube doesn't have a programmable pipeline. It's got a configurable one. It still allows for some amazing graphics, which goes counter to your claim that fixed-function doesn't allow for variety.

    6. Re:As far as I know... by jerkface · · Score: 1
      Not true - the R3xx was in the works well before ATI bought ArtX. There's probably almost no similarity between the chips.

      It's rather common for Gamecube games to use per-pixel shading, but the relevant extra work is done on the CPU rathern than the GPU. This isn't a new thing - even in the previous generation, such things were sometimes done.

  3. It might mean better looking games but... by djsmiley · · Score: 1, Interesting

    It wont mean the games will play better, feel better and act better. it wont make games any more interesting no matter how manytimes they rewrite that same story line.... We need games that explore new ideas, not better graphics. Hell im still playing wc3!

    --
    - http://www.milkme.co.uk
    1. Re:It might mean better looking games but... by Soul-Burn666 · · Score: 3, Interesting

      It could mean less stress is on the CPU, meaning the physics can be more realistic and funner and the AI can be smarter, giving a better gaming experience.

      --
      ^_^
    2. Re:It might mean better looking games but... by Kataton · · Score: 1

      It could mean less stress is on the CPU, meaning the physics can be more realistic and funner and the AI can be smarter, giving a better gaming experience.

      While I agree with the better AI improving the overall experience, I fail to see where the connection of physics and fun is. It would bring good details, but for all purposes physics is against fun (except simulations).
      Games are based in rules, not physics, and that is what makes them fun.

    3. Re:It might mean better looking games but... by SphericalCrusher · · Score: 2, Insightful

      and WarCraft 3 has some amazing graphics. Or did you mean WarCraft 2? Nonetheless, great game.

      I'm an old school gamer... but I also want the video game industry to keep rising. Even though I still play King of Fighters 96 on my Neo Geo, I would still play a new nice looking game. Although it's not ALL about graphics, I don't think that it would benefit the gaming industry to use choppy graphics in new games. After all, it's the medias and new-age gamers that promote the games the most... and what feature do they all seem to crack down on more than anything else? Yep. Graphics. As long as the game plays great, I'll always love it, but someone else who just wants it to look better probably has their pick over me, simply because there are more people like that in this world.

      --
      "Instant gratification takes too long." - Carrie Fisher
    4. Re:It might mean better looking games but... by Weirdofreak · · Score: 2, Insightful

      Correct me if I'm missing the point (or misunderstand/abuse the term 'physics'), but surely the physics don't have to be life-like any more than the graphics do, they're still physics and improving them will improve the games.

      Pong, for instance, had physics of 'if the ball hits a wall or paddle, it will bounce off'. Legend of Zelda had 'if x hits an enemy, the enemy will get hurt. If Y hits the player, the player will get hurt. If the player hits a wall, stop'. More recent games have loads - 'if there's nothing solid beneath you, start moving downwards. If you hit something solid, stop. If you stop from a fast enough speed, get hurt'. Etc.

    5. Re:It might mean better looking games but... by TechniMyoko · · Score: 1

      The more realistic or detailed the physics, the more fun a game is. Just look at Halo2/Half Life2/Perfect Dark in comparison to their originals. They added so much and people are clamoring for them. (Or in PD's case, loving it) The newer games impose less and less rules on users and let them solve problems anyway they see fit. Look at Hitman as an example

    6. Re:It might mean better looking games but... by Kataton · · Score: 1

      Ok. You can always say that physics are a set of rules. But, the question really is that if realistic physics and lighting make a game better. I would say not, except in the case of simulations (cars, planes, sports).
      Of course the game would look better, but all of us know examples of good looking games that are crap. I'm not against pixel shaders, or tech that enhances visually the games, but the tech should be adding beauty to the game, not the game adding beauty to the tech.
      In the mouth of Rob Pardo (Blizzard designer): "Realism and fun don't match". Technology and realism must be second!

    7. Re:It might mean better looking games but... by Kataton · · Score: 1

      ?????
      Taking in account that Halo2, Half-Life 2, PD, aren't out yet, they can't add anything right now.
      If these games are more FUN that their predecessors, it has nothing to do about the graphics. If these games are the same with better graphics and physics, they are simply the same game with better coating.
      They would be better, yes. Only graphically. That's the main reason for the slowing of the market.

      Look at Hitman as an example
      Open ended games have nothing to do with shaders or realistic physics.(Doh!)

    8. Re:It might mean better looking games but... by Soul-Burn666 · · Score: 4, Interesting

      Even though I haven't thought of that when I wrote my comment, this is a very interesting thing.

      In old games, to get to a high place, you need to find the correct set of crates/ledges that just "happen to be there" if such existed, or click a specific button that will let you eradicate your enemies fast.
      In new games, they just put reasonable world features in a way that you can CLIMB on them and get where you want to go, even if the game designers didn't think going there could help. Or just place some barrels somewhere and u could shoot/push them and expect them to roll down on your enemies.
      It becomes so that there is more than one way to achieve your goal.

      It's funner to see your char doesn't need to find a teleporter to go over a 0.5meter ledge (doom2, lvl2) but do what YOU as the player would like to do at that situation.

      Ofcourse the devs need to make sure you don't go to places you shouldn't go to if the storyline dictates, but not thru stupid things like tiny wall that a human could easily pass.

      --
      ^_^
    9. Re:It might mean better looking games but... by TechniMyoko · · Score: 1
      I dont know where you've been for the past 4 years, but perfect dark is out.

      If these games are more FUN that their predecessors, it has nothing to do about the graphics

      You'll note I said that, I said it was cause of their awesome new physics enhancements

      Open ended games have nothing to do with shaders or realistic physics.

      You'll note I didn't say it had to do with the graphics, and that game does have a very detailed physics and scripting engine

      (Doh!)

      Mocking people cause you disagree only makes you look ignorant

    10. Re:It might mean better looking games but... by Anonymous Coward · · Score: 2, Interesting

      This is what a typical Metroid game already gives you. You can spend a lot of time just trying to get somewhere you aren't really supposed to and sometimes it works... you can even bypass large sections of the game if you work at it.

    11. Re:It might mean better looking games but... by TomSalter · · Score: 1

      I still play KoF98 and '99 on my Neo Geo often too. '99 has some of the most fantastic 2D graphics I've yet seen on a console, and I suppose that's what my article was getting at - 2D graphics were up to the artist to make, and now the Programmers are the new artists.

    12. Re:It might mean better looking games but... by Anonymous Coward · · Score: 0

      And I say this sucks!!

      Programmers are crappy artists, see sourceforge for examples. I want a return to high quality 2D graphics! I want high-res cel-Animated games! A real sequal to Monkey Island 3, not the 3D crap Monkey Island 4 was. I want high res, well drawn, 2D RPGs! Not the hideous 3D characters we have today that look like some kind of perverted puppet.

    13. Re:It might mean better looking games but... by KDR_11k · · Score: 1

      Actually... No.
      Look at Final Fantasy, these games use pretty standard, old technology for lighting, rendering, etc, yet they look a LOT better than most other games on the market. The technical numbers are on the level of Quake 3 or something but their artists (modelers, skinners, animators) are really good and the result shows. The programmer (usually) isn't the artist, he puts the framework in place for the artists to work off. The best engine isn't worth anything if your art squad can't make good use of it. A good artist can make good art even with a bad engine to work with, a bad artist won't make good art no matter what your engine can do (unless you've made the magical "make art" button).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  4. Wow, incredibly off-base by SilentChris · · Score: 4, Insightful

    That's like saying "because power tools are now popular, all buildings look the same". The reason why games are looking similar is that developers are sharing some of the more common code (as they should do). It's similar to when games first became color and all of them looked like blotchy squares. Over time the graphics start to vary. Give them time.

    1. Re:Wow, incredibly off-base by Anonymous Coward · · Score: 1, Insightful

      That's like saying "because power tools are now popular, all buildings look the same".

      I think it's more like saying that all artwork done in charcoal bears the same look; shaders open up the equivalent of pastels, watercolors, and oil.

    2. Re:Wow, incredibly off-base by cgenman · · Score: 1

      Looking back at the past few years, games have looked incredibly similar.

      Well, somebody needs to talk to their art director...

  5. Missing the main point of games by Kataton · · Score: 1, Insightful

    Better graphics and better physics don't make a game great. Better design does.
    While developers continue to fail understand this simple fact, the games market will be shrinking .
    More imagination, less fireworks.

    1. Re:Missing the main point of games by Anonymous Coward · · Score: 0

      A pity many developers don't realize this and blow a game's entire dev cycle on making it look good instead of making it a fun game.

      I'd love to see another game with the gameplay depth of Fallout 1/2 or Planescape Torment, but instead we get seem to be getting a lot of pretty looking, but watered down games like Dungeon Siege. Something tells me the best games have already come and gone...

    2. Re:Missing the main point of games by TechniMyoko · · Score: 1

      that web site is not a good source of information. Read some of their other articles

  6. I don't care how a game looks... by Flyboy+Connor · · Score: 3, Insightful
    ...as long as it plays well.

    Different gameplay experiences are not caused by games looking different. They come from different game designs.

  7. Wrong by Have+Blue · · Score: 4, Interesting

    Games aren't going to use the standard fixed-function pipeline any more- they're all going to use the same shader programs. There's only one "best" way to implement character model normal mapping, and that's polybump, which virtually everyone is using for upcoming games. There are only 2 ways to do shadows, shadow buffers or stenciling, and both of those are very common. The only exceptions are going to be games making really unusual style choices like Jet Set Radio Future. What's really going to differentiate games in the future is going to have to be something other than graphics and physics, as those fields tend to converge onto a single "one true implementation" as they evolve (for graphics it's photorealism, for physics it's something like Havok which is available for anyone to just drop into their games).

    1. Re:Wrong by Quarters · · Score: 2, Informative
      While Havok is a nice package (for anything short of soft-body, cloth, or fluid dynamics) and has a clean API it isn't just something you "drop" into a game. Implementation of it takes a very concerted effort by both the programming and art staff. Resources also have to be devoted to the project to tune the physics simulation and to activate/deactivate objects into the simulation when they are needed.

      While the results are really good, Havok introduces dependencies into the development process that make it a non-trivial addition to any project that might use it.

      Of course, that is true for almost any middleware (or in-house generated) technology.

    2. Re:Wrong by Have+Blue · · Score: 1

      True, but those resources are still far less than would be needed to research and develop from scratch a similarly capable rigid-body physics system.

  8. Cool!! by Tom7 · · Score: 2, Funny

    the water effects used in Super Mario Sunshine, cel shading effects used in Zelda, or the rippling water effects on Dead or Alive 3.

    Wow, water effects, cell shading, and water effects? What an incredible breadth of effects available at the programmer's fingertips!

    1. Re:Cool!! by TomSalter · · Score: 1

      Hardy-har. The whole point of the article is that there's more to come - them examples only highlighted what is currently being done.

    2. Re:Cool!! by Quarters · · Score: 2, Interesting
      Except that currently we have normal mapping, parallax mapping, hardware skinnng & boning, edge effects, glow effects oil effects, screen space effects, high dynamic range lighting, and on and on and on....

      Picking three examples that use 2 simplistic effects doesn't do justice to the breadth of graphical wizardry that has come about and been *enhanced* because of a programmable pipeline. Note the word "enhanced"-all of those effects were achievable on a CPU. It just wouldn't be good for game performance to do them that way.

    3. Re:Cool!! by robnauta · · Score: 1

      Obviously the site is a console site, with no real knowledge of which PC games raised the bar graphically. Their examples are games that were not spectacular, or games nobody heard of. When talking about effective use of lighting and dark areas in games one should at least mention Doom. When talking about water effects, Morrowind was one of the first games to offer real looking water (at the time, now it looks too oily and a bit oldfashioned). A game like Aquanox was the first to really use shaders (and was offered for free with many dx8 cards), although it was boring. Unfortunately games have stood still for a few years because of the popularity of the Q3 engine. From 1999 till 2003 the best games were made using modified Quake 3 arena engines, and even though the games were great (Elite force, soldier of fortune 2, medal of honor, call of duty) they did tend to look alike. In the meantime cards were getting faster and had more features, but because of OpenGL most games just used them as really fast TNT cards. Hardware T&L was a great invention but nobody really noticed.

  9. may be going off topic... by nobodyman · · Score: 4, Insightful

    But I always bristle at the notion that "games lately look so much the same" and "there's no originality anymore, not like back in the day".

    Here's the deal: the reason why so many games look the same is because for every innovative game you have 20 or so derivative titles that want to cash in on the popularity of the original. Though we like to fondly look back to the early days of video games and think that they were so original, the truth is that the same problem existed back then as well. I recently got one of those 200-in-1 NES emulators for the GBA, and let me tell you that the 20-to-1 ratio of crap to innovation still applies.

    The author of this article makes another mistake: thinking that games will stop looking like each other with the advent of pixel shaders. Of course this is rediculous. I do believe that technology can enable new aspects of gameplay, but to think that pixel shaders are going to make people more creative is just plain wrong.

  10. Programmable pipeline by chris_oat · · Score: 3, Informative

    "the water effects used in Super Mario Sunshine, cel shading effects used in Zelda, or the rippling water effects on Dead or Alive 3."

    The gamecube doesn't have shader hardware, it uses a fixed function approach with many texture stages. Granted, the flexibility afforded by a dozen or so texture stages is similar to simple pixel shader hardware but there are still fundamental differences (particularly in the ability to do texture indirection) that make real shaders far more flexible. The first two games mentioned above don't use shaders at all... this guy should do a bit more research.

  11. You're nitpicking. by Anonymous Coward · · Score: 1, Insightful

    I understand 3D graphics as well as you do, and half of the things you pick holes in there strike me as perfectly acceptable explanations, if slightly over-simplified. Just because you can show off doesn't mean you should.

  12. Re:Pretentious shithead by Cebu · · Score: 2, Interesting

    I stand by all my points; though I'll only address the mathematical point:
    The proof you indicated is a proof of triangulation. Triangulation only applies to closed 2D polygons. We're dealing with 3-space polygons who's cartesian projection does not always form a polygon or set of polygons. Subsequently the statement inquestion is indeed false.

    On the subject of triangulation, there are many finite polygons who's triangulation requires an infinite number of triangles to construct. Subsequently, realtime 3D polygon based applications restrict what polygons can be presented and often incorporate failure cases.

    The point is that treatments of mathematical subjects, including computer graphics and the article in question, should be presented with at least a minimal degree of rigor. I wouldn't expect proofs, but I do expect at least accurate and fairly precise statements.

  13. This is games, not math. by KDR_11k · · Score: 1

    You know, a game doesn't care about mathematical rules that much. Sure, you can't triangulate some weird non-planar polygons without changing their shape, but you aren't supposed to. Really, nobody cares whether that's a mathematically correct representation or whether the shape changes, it's fast to render, it's nothing noticeable, it works. After all, there's a high chance that polygon isn't supposed to portrait a polygon, but a part of an object that might not even have the same shape as the model. It's a simplified representation in first place. And you don't need to calculate a number down to the 100th decimal if your base values were approximations in first place.

    You can argue all you want, fact is that the current system WORKS. If we were trying to simulate some event for prediction purposes or something there might be a point ndoing exact calculations, but in a realtime environment the first rule is to simplify everything far enough that it runs fast and still produces somewhat accurate results. You don't calculate things like turbulences or air movements in a shooter game since noone's going to notice the difference, anyway.

    --
    Justice is the sheep getting arrested while an impartial judge declares the vote void.
  14. Re:Pretentious shithead by TomSalter · · Score: 1

    To be honest mate, I couldn't care less. The article wasn't aimed at people like you. So there's no point in all that "pretentious shithead" stuff, leave it out man. At rasterisation where the shading model comes into effect, I was explaining that. It wasn't a massively-technically-anally-correct article, one merely written to give the less knowledgeable an insight into how these things work. Read forums, and all you'll read is things like "OMFG TEH BUMP MAPPING" and they have no knowledge of what's involved. This article was written for that purpose only. An article in-depth into mathematics would have no place on a gaming site (which is my primary interest) and it'd only turn people off the site, because uber-geeks like you are sadly in the minority.

  15. Looks do matter! by Toasty16 · · Score: 1

    So you're telling me that the gameplay is not directly affected by the graphics in a game like Rez for the PS2, where the entire gaming is a matter of presentation, a mixture of unique sounds and vector-type graphics? What, that game was too obscure an example for you? Then try this one on for size: the Doom 3 engine's per-pixel lighting and shadowing allows for an immersive gameplay environment since the player is constantly forced to decide whether to carry a flashlight to illuminate dark areas or to have a weapon in hand to fend off unseen enemies.

    These two games are just off the top of my head; there are many, many games that use graphics as a way to enhance gameplay. graphics are important, and they are the main reason we're not still playing games on the NES.

  16. Re:Pretentious shithead by Anonymous Coward · · Score: 0

    Getting the article right doesn't have to make it any more complex or difficult to read. It should be at least technically correct if it purports to educate the reader in some way. At the absolute minimum, the author should omit details that they're not certain of.