EphemeralDream
Member
There are often times members of GAF, web sites, etc. will drop graphics terminology (technical or slang) that most people understand, but I'm part of the minority who doesn't and likely never will. I understand a lot of the newer terms used like depth of field, motion blur, bloom, etc. but not the words that have been used for years. I'm sure many answers are on the internet but here it would be more concise and perhaps it could help others in the process. Also please don't troll with your console allegiances or say how as a gamer I should really know these things by now. Some of these I do understand for the most part but would just need some elaboration:
My questions are organized into a few different areas and yeah I write too much. I would also appreciate it if people tried to answer in their own words rather than refer me to some wikipedia entry. Using images/video as example would be helpful though.
1. Resolution
Anamorphic widescreen/fake (?) widescreen These two types are used in games and I assume one is better than the other but I don't know what differentiates them. I believe RE4 GC had widescreen but not the good kind where as the PS2 version had anamorphic widescreen.
What does a developer need to do to add widescreen so late in the process? - Support multiple assets?
Interlaced vs. Progressive I understand how they both work but without having a progressive TV, I've never been able to see the difference. Are side-by-side image comparisons possible even if all monitors render progressively?
2. Frame Rate
30 FPS / 60 FPS / Frame Rate Drop Discussions have gone on about frame rate for years and while I can notice really bad frame rate drops, I never took much notice of the horrible frame rate in SotC till all the posts on it about GAF. I also am not able to tell if a game is 60/30 fps just by playing it. Probably the only time I noticed was between the 30 FPS DDR Konamix for PS1 and the 60 FPS PS2 DDRs. Are there any sites which list the frame rates that games shoot for so I could look through my own library for examples?
Screen tearing - ??
3. Aliasing
Jaggies I believe this is simply when the hard edges on either sprites or polygons are very visible which makes it appear to be cut out from everything else. Is there any other way to deal with jaggies aside from anti-aliasing/filters?
#xAA What is the lowest amount of AA possible and what other downsides are there to higher powers of AA aside from needing more horsepower.
On the DS I've seen angry complaints about the inability to do AA in DS games. So is all AA done through hardware rather than the game engine?
4.Graphical Style
2.5D The usage of 3D models in the foreground with sprites used for background. Examples: NSMB, Maverick Hunter X, MMPU, etc. Correct? How was Donkey Kong Country done?
Cel-Shading I know what this looks like of course but I'm curious as to how it's done. Also, does it require more power to achieve this look?
5.Other
Vaseline I've taken this to mean large, blurry textures. Is this correct and why was the N64 such a big culprit?
Dithering No idea
Ghosting I believe this is when a fast-moving object leaves a trail. This is often the fault of the television but can the game also be at fault?
Frame Buffer I know this has something to do with screen captures but how are these different than other ones?
My questions are organized into a few different areas and yeah I write too much. I would also appreciate it if people tried to answer in their own words rather than refer me to some wikipedia entry. Using images/video as example would be helpful though.
Hopefully someone replies
1. Resolution
Anamorphic widescreen/fake (?) widescreen These two types are used in games and I assume one is better than the other but I don't know what differentiates them. I believe RE4 GC had widescreen but not the good kind where as the PS2 version had anamorphic widescreen.
What does a developer need to do to add widescreen so late in the process? - Support multiple assets?
Interlaced vs. Progressive I understand how they both work but without having a progressive TV, I've never been able to see the difference. Are side-by-side image comparisons possible even if all monitors render progressively?
2. Frame Rate
30 FPS / 60 FPS / Frame Rate Drop Discussions have gone on about frame rate for years and while I can notice really bad frame rate drops, I never took much notice of the horrible frame rate in SotC till all the posts on it about GAF. I also am not able to tell if a game is 60/30 fps just by playing it. Probably the only time I noticed was between the 30 FPS DDR Konamix for PS1 and the 60 FPS PS2 DDRs. Are there any sites which list the frame rates that games shoot for so I could look through my own library for examples?
Screen tearing - ??
3. Aliasing
Jaggies I believe this is simply when the hard edges on either sprites or polygons are very visible which makes it appear to be cut out from everything else. Is there any other way to deal with jaggies aside from anti-aliasing/filters?
#xAA What is the lowest amount of AA possible and what other downsides are there to higher powers of AA aside from needing more horsepower.
On the DS I've seen angry complaints about the inability to do AA in DS games. So is all AA done through hardware rather than the game engine?
4.Graphical Style
2.5D The usage of 3D models in the foreground with sprites used for background. Examples: NSMB, Maverick Hunter X, MMPU, etc. Correct? How was Donkey Kong Country done?
Cel-Shading I know what this looks like of course but I'm curious as to how it's done. Also, does it require more power to achieve this look?
5.Other
Vaseline I've taken this to mean large, blurry textures. Is this correct and why was the N64 such a big culprit?
Dithering No idea
Ghosting I believe this is when a fast-moving object leaves a trail. This is often the fault of the television but can the game also be at fault?
Frame Buffer I know this has something to do with screen captures but how are these different than other ones?