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	<title>Comments on: Looking Forward to the Future of Gaming Graphics</title>
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	<link>http://blog.looplabel.net/2008/07/17/looking-forward-to-the-future-of-gaming-graphics/</link>
	<description>programming, technology and human behavior</description>
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		<title>By: Kade Storm</title>
		<link>http://blog.looplabel.net/2008/07/17/looking-forward-to-the-future-of-gaming-graphics/comment-page-1/#comment-245</link>
		<dc:creator>Kade Storm</dc:creator>
		<pubDate>Sun, 30 Aug 2009 16:57:22 +0000</pubDate>
		<guid isPermaLink="false">http://looplabel.wordpress.com/?p=67#comment-245</guid>
		<description>Nice article, I regret not having read this last year. Unfortunately, now most of the media is lost in the hype between all the 2009 and 2010 titles. It&#039;s all about Killzone 2, Halo ODST, Uncharted 2. You get the idea.

Anyway, I had to agree fully on how well M.G.S. 4 utilised a variety of effects. I believe above everything else, it was the cinematography and animation that really delivered. 

Another thing that deservees repeated mention, is the very smooth transitions from cut-scene to real-time gaming. We already know that the cut-scenes, in most games, exhibit a higher render quality because they are mostly scripted and allow for more system resources to be used. I&#039;ve often found that when games move from real-time cut-scenes back into gameplay, once can notice a drastic difference in visual quality and fidelity. However, with M.G.S. 4 this is virtually stamped out - smooth as butter.

Anothing minor effect that really intrigued me was the use of procedural textures. People have been harping on about this with regards to Killzone 2 and other games with PS3 potential, but I still find the whole &#039;snow field&#039; level from M.G.S. 4 to be really interesting. One can actually see the frost and snow gradually start to build-up on Snake&#039;s suit, if left in one position, and this effect is executed in quite a realistic fashion. Now there&#039;s very few games that employ such an effect, and even fewer that execute the effect at such a level.

All in all, I think this game has done something that not even the almighty Crysis or Killzone 2 have managed. I think at the end, it really does come down to the overall package and the cinematography.

Again, nice article.</description>
		<content:encoded><![CDATA[<p>Nice article, I regret not having read this last year. Unfortunately, now most of the media is lost in the hype between all the 2009 and 2010 titles. It&#8217;s all about Killzone 2, Halo ODST, Uncharted 2. You get the idea.</p>
<p>Anyway, I had to agree fully on how well M.G.S. 4 utilised a variety of effects. I believe above everything else, it was the cinematography and animation that really delivered. </p>
<p>Another thing that deservees repeated mention, is the very smooth transitions from cut-scene to real-time gaming. We already know that the cut-scenes, in most games, exhibit a higher render quality because they are mostly scripted and allow for more system resources to be used. I&#8217;ve often found that when games move from real-time cut-scenes back into gameplay, once can notice a drastic difference in visual quality and fidelity. However, with M.G.S. 4 this is virtually stamped out &#8211; smooth as butter.</p>
<p>Anothing minor effect that really intrigued me was the use of procedural textures. People have been harping on about this with regards to Killzone 2 and other games with PS3 potential, but I still find the whole &#8217;snow field&#8217; level from M.G.S. 4 to be really interesting. One can actually see the frost and snow gradually start to build-up on Snake&#8217;s suit, if left in one position, and this effect is executed in quite a realistic fashion. Now there&#8217;s very few games that employ such an effect, and even fewer that execute the effect at such a level.</p>
<p>All in all, I think this game has done something that not even the almighty Crysis or Killzone 2 have managed. I think at the end, it really does come down to the overall package and the cinematography.</p>
<p>Again, nice article.</p>
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		<title>By: Puraz</title>
		<link>http://blog.looplabel.net/2008/07/17/looking-forward-to-the-future-of-gaming-graphics/comment-page-1/#comment-43</link>
		<dc:creator>Puraz</dc:creator>
		<pubDate>Thu, 14 Aug 2008 16:41:02 +0000</pubDate>
		<guid isPermaLink="false">http://looplabel.wordpress.com/?p=67#comment-43</guid>
		<description>Great observations of the different effects used MGS4. Hadn&#039;t noticed a few of them.

I agree that these &#039;effects&#039; and ideas have been around for a while, but I think that it will be the PS3 that will allows the developers a good deal of freedom in terms of hardware specs.
It is a solid and high end platform that has enough horsepower and flexibility to run the new `advanced` games for at least another 2-3 years.

I know quite a few people who traded in their 360s for PS3s specifically for the release of MGS4.. and some of them were 360 fanboys.. so that&#039;s saying something.</description>
		<content:encoded><![CDATA[<p>Great observations of the different effects used MGS4. Hadn&#8217;t noticed a few of them.</p>
<p>I agree that these &#8216;effects&#8217; and ideas have been around for a while, but I think that it will be the PS3 that will allows the developers a good deal of freedom in terms of hardware specs.<br />
It is a solid and high end platform that has enough horsepower and flexibility to run the new `advanced` games for at least another 2-3 years.</p>
<p>I know quite a few people who traded in their 360s for PS3s specifically for the release of MGS4.. and some of them were 360 fanboys.. so that&#8217;s saying something.</p>
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		<title>By: teoleng</title>
		<link>http://blog.looplabel.net/2008/07/17/looking-forward-to-the-future-of-gaming-graphics/comment-page-1/#comment-42</link>
		<dc:creator>teoleng</dc:creator>
		<pubDate>Thu, 17 Jul 2008 05:42:39 +0000</pubDate>
		<guid isPermaLink="false">http://looplabel.wordpress.com/?p=67#comment-42</guid>
		<description>Nice write up on the technical aspects of the game engine, Anders.

I noticed quite a bit of the effects you mentioned, especially the physics of things moving around (Like when vehicles move off from rest, the front of the vehicle pitches upwards, or when they stop, the front pitches down), and the heat distortion. The way the wind blows paper around is also a nice touch.

I also like how there is camera shake when it&#039;s  following people around (Blair Witch Effects, lol), or that thing about the lens getting wet/dusty etc.

I&#039;m not sure how far in you&#039;ve played, but I&#039;m really just starting to get my hands wet in this, and I&#039;m very sure I&#039;m going to like more of what there is to come. This game truly plays like a movie!</description>
		<content:encoded><![CDATA[<p>Nice write up on the technical aspects of the game engine, Anders.</p>
<p>I noticed quite a bit of the effects you mentioned, especially the physics of things moving around (Like when vehicles move off from rest, the front of the vehicle pitches upwards, or when they stop, the front pitches down), and the heat distortion. The way the wind blows paper around is also a nice touch.</p>
<p>I also like how there is camera shake when it&#8217;s  following people around (Blair Witch Effects, lol), or that thing about the lens getting wet/dusty etc.</p>
<p>I&#8217;m not sure how far in you&#8217;ve played, but I&#8217;m really just starting to get my hands wet in this, and I&#8217;m very sure I&#8217;m going to like more of what there is to come. This game truly plays like a movie!</p>
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