Hollywood: A Good Role Model For Gaming?
In the second part of this two-part article, we look at special effects like motion blur, depth of field, and distortion, which can either make a gamer’s life easier or rob him of his orientation. We also take a look at the elements of fire and water, for which PC graphics must be compared with the natural world.
Hollywood still has a whole lot of surprises up its collective sleeves: spectacular explosions and gigantic monsters keep entertainment enthusiasts glued to both movie screens and HDTVs. Many game developers just don’t have the resources to create such gigantic effects digitally and bring them to the PC, despite the fact that the possibilities in this area are pretty much unlimited, and destruction and devastation only requires starting up a simulation.
Maybe the constantly-growing presence of physical effects will provide the necessary motivation to accelerate their creativity. Perhaps PC graphics experts and games designers only need better-designed building blocks in order to move away from the limited model they’re able to generate today. At some point, it must be possible to have games with violent flood waves, volcanic eruptions, rock slides, avalanches, and earthquakes that will leave Hollywood producers quaking in their boots.
Part 1: Read more about the evolution of the games, the development of characters and the differences between lighting effects and depth effects right here.
German Tab names for the pics... Very Nice guys!
Anyway. I read the article and can't help to somehow be disappointed. Sure it's well written and explained, but somehow there's something missing! it seems to be more of the first part and not enough hollywood somehow. There are like 85% gaming screenshots, 8% reallife and the remaining 7% are hollywood. Also the article only covers stuff hollywood uses and games do too - nothing mentioned of stuff that pc's cant do yet other than visual enhancements that aren't treated as manipulatable objects - but then hollywood doesn't really supply that either, as all their stuff is static each time it's displayed.
In short : not enough hollywood, and too much pc tech.
@Anony-Guy the first example was UT3 engine (stranglehold. I must admit though gears 2 had better water graphics.
I'm surprised there were no examples of water from Serious Sam. SS had transparent water, shadows cast underneath by the ripples on the water surface, etc..., and again, all back in 2000/2001. The Serious Engine was so impressive when it came out, far better than Quake III and UT, the other options at that time.