



Gaming Beauty Is Only Pixel Deep 50
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."
good article (Score:1)
Re:good article (Score:5, Informative)
"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.
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."
You're nitpicking. (Score:1, Insightful)
Re:Pretentious shithead (Score:3, Interesting)
The proof you indicated [humboldt.edu] 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, realtim
This is games, not math. (Score:1)
Re:Pretentious shithead (Score:1)
Re:good article (Score:2)
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 evaluati
Re:good article (Score:2, Informative)
As far as I know... (Score:5, Interesting)
Re:As far as I know... (Score:4, Informative)
Re:As far as I know... (Score:2, Interesting)
Re:As far as I know... (Score:2, Informative)
Re:As far as I know... (Score:2)
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.
Re:As far as I know... (Score:3, Insightful)
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.
Re:As far as I know... (Score:1)
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.
It might mean better looking games but... (Score:1, Interesting)
Re:It might mean better looking games but... (Score:4, Interesting)
Re:It might mean better looking games but... (Score:1)
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.
Re:It might mean better looking games but... (Score:2, Insightful)
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 no
Re:It might mean better looking games but... (Score:1)
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
Re:It might mean better looking games but... (Score:1)
Re:It might mean better looking games but... (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
Re:It might mean better looking games but... (Score:1)
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 make
Re:It might mean better looking games but... (Score:5, Interesting)
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.
Re:It might mean better looking games but... (Score:2, Interesting)
Re:It might mean better looking games but... (Score:3, Insightful)
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
Re:It might mean better looking games but... (Score:1)
Re:It might mean better looking games but... (Score:1)
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
Wow, incredibly off-base (Score:5, Insightful)
Re:Wow, incredibly off-base (Score:1, Insightful)
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.
Re:Wow, incredibly off-base (Score:2)
Well, somebody needs to talk to their art director...
Missing the main point of games (Score:1, Insightful)
While developers continue to fail understand this simple fact, the games market will be shrinking [pointlesswasteoftime.com].
More imagination, less fireworks.
Re:Missing the main point of games (Score:1)
I don't care how a game looks... (Score:4, Insightful)
Different gameplay experiences are not caused by games looking different. They come from different game designs.
Looks do matter! (Score:2)
Wrong (Score:5, Interesting)
Re:Wrong (Score:3, Informative)
While the results are really good, Havok introduces dependencies into the development process that make it
Re:Wrong (Score:2)
Cool!! (Score:3, Funny)
Wow, water effects, cell shading, and water effects? What an incredible breadth of effects available at the programmer's fingertips!
Re:Cool!! (Score:1)
Re:Cool!! (Score:3, Interesting)
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 performan
Re:Cool!! (Score:1)
may be going off topic... (Score:5, Insightful)
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.
Programmable pipeline (Score:3, Informative)
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.