Game Technology To Watch In 2009
IGN has compiled a list of gaming technology they expect to have a significant effect on this year's products. Leading the list is the 3D technology being pushed in television and films. A number of popular games are already set up to handle this, and more are on the way. They also suggest that improved Blu-ray technology, which allows much more storage, will pave the way for even bigger and better looking games. IGN hopes that brain-computer interfaces, such as Emotiv's headset, will become responsive enough to be taken seriously, and notes that DirectX 11 and a broader adoption for PhysX are on the horizon.
I wasn't aware that we were hitting the 50Gb limit of today's BR-DL disks. To my knowledge, only one game has even come close (MGS4) and even then, it apparently only uses about 31Gb.
+1 IDisagreeSoHeMustBeATrollOrAnAstroturferOrAShill
I predicted the article would be bollocks before I clicked, and I was right! Let me make some other predictions:
3D Gaming - these glasses have been around for years. Maybe they work better now that everyone has bigger screens with higher refresh rates, but they were useless before. Nobody wants to sit in front of a PC wearing glasses. Perhaps if it were released for consoles it may take off, but I don't think the penetration of 120Mhz TVs is large enough to justify it.
Blu-Ray Super Disc - do games really need that much storage? Nope. My prediction for the number of games released in 2009 using super discs? Zero.
Brain Computer Interfaces - I am sure they could sell a few as a gimmick but my understanding is that control is very limited - a few noisy axises at best. I have a hard time imagining a game that could be controlled by brain easier than by fingers. I put it in the Sounds-Good-to-Investors-Neat-Picture-For-Press-Release-Consumers-Don't-Care bucket.
OLED screens - on their way, but immature. It will take years before they are competitive with LCD. In any case, not really gaming related as such.
Wii MotionPlus - well duh, great scoop there, IGN! The MotionPlus opens up some additional options for games, I expect some neat things. But it won't be the game-changer that the Wii originally was. Nintendo have a history of adding stuff to consoles, none of their previous efforts have really set the world alight. A modest success, used by only a few games (but these may be classics).
Windows 7/DirectX11 - better faster, stronger, snore. Nothing revolutionary from the users perspective. Developers might be tempted if Windows7 takes off (which I think it will, if only because it will be shoved down our throats)
240Mhz TVs - good I guess, but this is not the time to launch an expensive piece of equipment. Its not like consoles are actually going to output at 240Mhz, so the motion-compensation filters had better be good.
Play-TV - could be a game changer if Sony pulls finger and markets it world-wide. Sony really needs to give the public a new reason to have a PS3, PlayTV could be the tipping point. But I think it might be too little, too late since PVRs aren't exactly rare at this point and it seems limited.
sheep.horse - does not contain information on sheep or horses.
http://games.kikizo.com/features/50-hottest-things-in-2009-gaming-p1.asp
The 50 Hottest Things in Gaming in 2009
Here's another list, much more expanded, in case you don't like the watered down version IGN is offering.
Actually, it's not the only way. Unfortunately, though, the others are a lot more... limited.
1. For a start, there are the two Zalman 3D monitors which use simple polarizer glasses and don't need any particular frequency. Simply: odd rows are polarized in one direction, even rows in the perpendicular direction, so each eye sees only half of them.
Upsides: Every single frame is split into two like that, so 60Hz is enough. It works right out of the box with the Nvidia Vista drivers. No flickering because it's not shutter-glasses.
Downsides: needs Vista. Or the iz3d drivers in XP which honestly aren't that mature yet, and it's a pain in most games to get a neat 3D both afar and in the weapon you have in your hands. You get half the resolution either way. Any text which isn't in a huge font, _will_ be broken by seeing only every other line of it. But the worst is that the 3D effect only works in a vertical angle of +/- 8 degrees. You only need to slide in your chair a little or even move your head a bit if you're close to the screen, to just start seeing double instead of 3D.
2. The iz3d stacked tft monitor. Basically it's two monitors in one, and again it uses polarizer glasses to separate them.
Upside: works in XP too. No resolution loss. Angle is much less of a problem. No flickering because it's not shutter-glasses.
Downside: well, it's the iz3d drivers again. It takes a lot of fiddling for the 3D effect to work, and even then it doesn't seem to have the depth that the NVidia drivers manage out of the box. Trying to go any higher will just cause you to see double, as the brain just gives up. Again it's a big problem to have both good depth illusion _and_ not see your weapon doubled in a FPS. (E.g., in Hellgate London literally there's almost no setting except flat where the gun doesn't double in first person.)
Also see what Tom's Hardware had to say about it.
3. The eDimensional glasses and drivers.
Upside: they work in XP (and _only_ in XP.) They work with non-Nvidia cards. And eDimensional claims that they work with TFTs too. No refresh rate restriction: if you don't mind a _lot_ of flickering, you can even run their drivers on a 60Hz screen, effectively getting only 30Hz to each eye. It's much cheaper than the nVidia glasses it will work with the Nvidia drivers too, if you have Vista and an 120Hz display.
Downside: it will only work as well as the nVidia drivers if you actually get the nVidia drivers to use it. I.e., you're back to needing 120Hz and Vista.
Downside: The eDimensional drivers, to put it mildly, suck. First of all there's the issue that it makes the image interlaced if you use them instead of nVidia, and probably only Loki knows why they needed that on a CRT. Worse yet, it stays interlaced even on the desktop once it went interlaced. So it's all the disadvantages of a Zalman display, but it flickers and it has a bunch of other own disadvantages. Like that they've crashed more than once on me. Or that a lot of the time they just make the image interlaced, but not actually 3D. E.g., WoW, the porster child of the "we support 3D glasses" generation, just goes interlaced and starts flickering the glasses, but is otherwise just as flat as ever.
Upside: if you have a CRT, you can use a combination of the iz3d drivers and an eDimensional utility which just activates the glasses. The iz3d drivers don't know how to use the pin that controlls the shutter-glasses, but will happily render alternate frames for them if you activate the glasses otherwise. This actually doesn't have the interlaced effect, and actually works with more games.
Downside: the iz3d drivers still have the same downsides as before in rendering 3D. With an extra nasty twist I found out the hard way. If your fps drops below a limit (about 40 fps), the image starts just jumping between left eye and right eye, for no obvious reason, making the game unplayable. So basically you have to give up virtually eye candy in any game to have enough of the reserve so that doesn't
A polar bear is a cartesian bear after a coordinate transform.
Whilst cut-secenes rendered by game engine became more popular, pre-rendered are still common. All that extra space could be used to store different variations of character's gear instead of sticking to the default. E.g. in RE4 cut-scenes the character is always rendered in the starting cloth even if you are wearing some other vest.
This does not require that much more effort to create, it would add a little to the immersion and a DVD release could use one version as current games.
Money's tight, people aren't going to shell out megabucks on the latest and greatest games - or the hardware to run it.
Confucius say, "Find worm in apple - bad. Find half a worm - worse."
You don't win a prize for being the biggest idiot in a console gaming thread retard.
And the Oscar goes to... Anonymous Coward, for his post "Butthurt Fanboy Wharrgarbl"!
"Thank you! Thank you! I couldn't have done it without Cheatos, obesity, and shame. I didn't win this just for me, I won this for everyone who attaches their identity to a corporation to derive some semblance of self-esteem. Thank you!"
yes, Mipmapping is one technique to help prevent aliasing - it really is pre-computed anti-aliasing on the texture itself. Ripmaps provide better anti-aliasing (since they do perspective oriented scaling), but they also use a lot more memory.
For mipmapping, you may have something like this
using the convention 0x=hexidecimal (base 16, where letters A through F represent numbers 10-15 - FF below is the number 255 [15*16+15]) A=alpha (transparency - 0=fully transparent, FF means fully opaque), R=red, G=green, B=blue
0xAARRGGBB
0xFF000033 0xFF000000
0xFF444444 0xFF000000
the mipmap averages these for the next level (this is called isotropic filtering)
0xFF111119
then depending on the distance, either the higher resolution or lower resolution is used. There are a number of extensions to this idea that give better results (i.e. trilinear filtering, anisotropic filtering, ripmaps), but that is deep ending a bit.