What would be the Killer Demo Effect?
category: general [glöplog]
My two cents to the CG vs. demos discussion:
In short: Computer Graphics, as a science, is pragmatic.
Demo coding, on the other hand, is also an art form. By creatively engineering together the pragmatic tools of CG, one can come up with new forms of impression.
I mean, you rarely see papers with a topic "Creating a Visually Pleasing Realtime Graphical Presentation using Randomized Tree Fractals and Leaf Impostors", aight?
In short: Computer Graphics, as a science, is pragmatic.
Demo coding, on the other hand, is also an art form. By creatively engineering together the pragmatic tools of CG, one can come up with new forms of impression.
I mean, you rarely see papers with a topic "Creating a Visually Pleasing Realtime Graphical Presentation using Randomized Tree Fractals and Leaf Impostors", aight?
Virtual Reality Effects was first done using S.G.I. graphics board back in 1992, Wondered what something like this would look in a demo.
SGI was the first to what ? WTF ????
FYI:
1990 - VR hit the Mainstream:
Entertainment
1991 - Virtuality (UK)
Based on the Amiga 3000
1-4 players, shoot ’em up
At Location Based Entertainment Centers
"...the Amiga has ever been used for, the world's first virtual reality video game..."
"There's an Amiga 3000 in each pod. The two Amigas each have a 68040 processor, a 33 megahertz graphics processor, and are running an Ethernet network. The 3D graphics are Amiga generated."
"The gaming possibilities are endless; a boxing game where you actually move your fists and feet, a skiing game, hide and seek in real time, but the applications are by no means restricted to games. Any human activity can be simulated with these techniques, with even better input and feedback devices. Surgery, movies, even vacations, could develop from this tip of the iceberg. The future has arrived! Don't forget to tell everyone that the Amiga made it possible."
Captain Obvious just told me the game have effects, so its complete bullshit SGI was first to do it.
FYI:
1990 - VR hit the Mainstream:
Entertainment
1991 - Virtuality (UK)
Based on the Amiga 3000
1-4 players, shoot ’em up
At Location Based Entertainment Centers
"...the Amiga has ever been used for, the world's first virtual reality video game..."
"There's an Amiga 3000 in each pod. The two Amigas each have a 68040 processor, a 33 megahertz graphics processor, and are running an Ethernet network. The 3D graphics are Amiga generated."
"The gaming possibilities are endless; a boxing game where you actually move your fists and feet, a skiing game, hide and seek in real time, but the applications are by no means restricted to games. Any human activity can be simulated with these techniques, with even better input and feedback devices. Surgery, movies, even vacations, could develop from this tip of the iceberg. The future has arrived! Don't forget to tell everyone that the Amiga made it possible."
Captain Obvious just told me the game have effects, so its complete bullshit SGI was first to do it.
haha david "ass" hasselhof
evil, even if you're right, you really sound like a totally desparate nostalgic loser over there.
virtuality's setup sucked rhinocock, any non-amiga-zealot who tried it in the early 90's will confirm that...
maybe the scene needs to achieve something that looks really close to reality before they can drop the whole idea and get on with doing something more interesting. (like painters, and other art forms did)
i guess the killer effect for me would be something i didnt ever even think of, not just something that you expect would be done given enough time+computer power+brainpower. =) (e.g. really good realtime radiosity on big scenes or something would be a great effect, but you know its just a matter of time until it's done)
i guess the killer effect for me would be something i didnt ever even think of, not just something that you expect would be done given enough time+computer power+brainpower. =) (e.g. really good realtime radiosity on big scenes or something would be a great effect, but you know its just a matter of time until it's done)
maybe the scene is too focussed on (and following) the game industry, who mostly wanna obtain killer-realism. gfxcardmanufacturers therefore try to fulfill the technical aspect of realism and hence there's not much 'different thingies' to do.
200000poly sprine object.:)
I tried virtuality and can confirm that it suxxed. But it was still fascinating since it was something new. With today's technology it could be done 1000's of times better - wonder why noone has embarked on that yet.
skrebbel: if you want I can scan an very old (french) magazine called TILT where you can read that the Amiga 3000 was the first
I just remembered that while reading Mike's comment and wanted the truth back on track.
(TILT issue number 92 July/August 1991)
I just remembered that while reading Mike's comment and wanted the truth back on track.
(TILT issue number 92 July/August 1991)
i can show you a scan of a magazine that claims haile selassie is still alive...
And to back that up, I have an authentic piece of paper that says Evil needs to stop freebasing powdered amiga keys. It's not even a scan, it's the original and I can vouch for that -I made it myself.
I can show you scans of shitloads of ST magazine too
earth to 'evil'... earth to 'evil'... 1988 called, they want you back.
*yawn*
*yawn*
KILLER DEMO EFFECT IS OFCOURSE KNIFE FLYING THRU MONITOR MATERIALIZING TO REAL OBJECT AND KILLING YOU !!! AHAHA AHAHH AHAHAHAH
... see i *cracked* a joke. iam joke-cracker... JOKE CRACKED BY joke-crackerz
... see i *cracked* a joke. iam joke-cracker... JOKE CRACKED BY joke-crackerz
Killer demo effects are killing the scene! :(
önssi jokes are killing the killer demo effects thread (wich are killing the scene)
'MIGA GUYZ GROW UP!
The X86000 was a zillions times better. There is no competition.
The X86000 was a zillions times better. There is no competition.
by the way... some more proof that virtuality must've sucked: they actually wanted to port jaguar games to their equipment... OMFG!!!1
Quote:
Q. What's the information on the virtual reality headset?
A. Atari Corp. and the Virtuality Group had signed a contract whereupon Virtuality would develop virtual reality hwardware and software for the Jaguar. In return, Virtuality would get the rights to port Jaguar VR games to their Virtuality arcade consoles.
Though announced, the Jaguar VR was never produced. Unofficial reports conflict on whether the unit was cancelled, suspended, and/or reworked. Reasons given for the inaction ranged from Atari's needs to reassess their investments and focus on core business, to the high suggested retail price of the Jaguar VR headset, to Virtuality's problems in trying to create a mass-market headset that could track head movement fast enough to avoid motion sickness after a few minutes of play.
As originally reported, the Jaguar VR package consisted of two components:
(1) A lightweight headset (weighs less than one pound). It can be adjusted for fit and works with or without glasses. Game graphics are provided by a single 7", TFT active-matrix color LCD screen, with a resolution of 260 by 400 pixels and up to 65,000 colors. Dual temple speakers provide sound, and a built-in microphone allows player communication in future networked games. A custom optical system projects a binocular image to both eyes; it is aligned at infinity, so focus adjustment is not needed. Two degrees of freedom (left/right and up/down) are available. Field of view is 52 degrees horizontal by 40 degrees vertical.
(2) A tabletop-mounted tracking station. The station senses the position of the controller and the headset with "V-Trak" infra-red tracking. The tracking speed is 250 Hz, with a lag time of 4 milliseconds, four times faster than Virtuality's arcade hardware. The tracker has a range of approximately 100 degrees; multiple trackers can be daisy-chained together to provide a complete 360-degree tracking range, but most Jaguar VR games will not require a full 360 degrees.
The Jaguar VR equipment was designed to be played while sitting down, so as to avoid injuries. if a player moves out of the tracking station's range, a safety cutoff would have been triggered to suspend the game.
Jaguar VR games would have been written for use with the regular controller, as well as a two-button "virtual gun" hand-held joystick. The licensing agreement between Atari and Virtuality permitted authorized Jaguar third-party software developers to write their own VR titles.
One product did come out of the Atari/Virtuality agrement. MISSILE COMMAND 3D for the Jaguar provided virtual-reality type play, without the need for special equipment or controllers. The game was later transported to Virtuality's arcade systems.
evil, i said you're a totally desparate nostalgic loser, i didn't claim anything about the correctness of what you said and i obviously don't give a damn.
1 effect for ya then:
That reminds me of the matrix, Where Neo is Dodging Bullets.
Interesting. It would seem from the shadow that the pope has tits!
LOL@psonice