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Video game graphics

technology Maturity 11-13 Next article →

Video game graphics are the visual techniques used to display content on a screen. These methods have evolved significantly throughout the history of gaming. This evolution is driven by hardware advances and the limitations of computer parts. The processing power of the central processing unit (CPU) and the graphics processing unit (GPU) dictates what can be shown. As these components become more powerful, graphics move from simple text to lifelike 3D worlds.

Space Rocks (game)
Space Rocks (game)

Early video games often relied on text-based graphics. These games used text characters instead of bitmapped or vector graphics. Multi-user dungeons, or MUDs, allowed players to read descriptions of virtual rooms and actions. Roguelikes are another subgenre that uses text for monsters and items. These games often emphasize randomization and permanent death. Because text requires very little processing power, these games were common between 1970 and 1990. Today, people still play MUDs and interactive fiction. Even beginning programmers use text games to learn coding languages. Some contests challenge programmers to finish a roguelike in just seven days.

Vector graphics represent a different mathematical approach to imagery. Instead of using pixels, vector graphics use geometrical primitives like points, lines, and curves. These shapes are based on mathematical equations rather than resolution-dependent bitmaps. In early arcade games, vector displays used an electron beam to draw images. This process is similar to how a laser show works. Many of these monochrome images used full-color overlays to add detail. Companies like Atari, Cinematronics, and Sega produced famous vector games. Examples include Asteroids, Tempest, and Star Trek. After 1985, vector graphics declined as sprite technology and rasterized 3D graphics became more popular.

During the early 1990s, full motion video (FMV) became a notable trend. FMV games rely on pre-recorded television or movie-quality recordings. They use these clips instead of sprites, vectors, or 3D models. This format became popular as CD-ROMs and Laserdiscs entered homes. These storage formats provided much more capacity than the ROM cartridges used by consoles at the time. However, many FMV games were criticized by gamers. Players often felt there was a lack of interaction in these games. Consequently, the popularity of FMV declined after 1995 as advanced consoles arrived. Some FMV games functioned like music games, while others were rail shooters like Sewer Shark.

Two-dimensional games often use parallel projection to create efficient worlds. Developers divide art into sprites or tiles to reuse them repeatedly. This allows for large, complex environments with fewer art assets. One common style is the top-down perspective, also called a bird's-eye view. This camera angle shows the player and the area from above. Games like SimCity, Pokémon, and Railroad Tycoon used this view. Action games like the early Grand Theft Auto also utilized it. Another common 2D style is the side-scroller. In side-scrolling games, characters generally move only left or right.

Awesomenauts - Screenshot 09
Awesomenauts - Screenshot 09

Many games use "pseudo-3D" or 2.5D techniques to fake three-dimensionality. These methods use parallel projection to reveal multiple facets of an object from a fixed perspective. Examples include isometric projection, which is used in games like The Sims and Diablo. Other techniques include parallax scrolling, where layers move at different speeds to suggest depth. Scaling is another method used in games like Space Harrier. Developers also use 3D techniques like bump mapping to add detail. This increases the illusion of depth without raising the polygon count too high. A high polygon count refers to the number of shapes used to make a 3D object.

Modern gaming is defined by 3D accelerated graphics. These allow for views that are much more lifelike than older technologies. Some games use a technique called fixed 3D to save processing power. In fixed 3D, foreground objects are rendered in real time against a static background. This allows for high detail on minimal hardware. However, the player cannot move the camera to different viewpoints. The Legend of Zelda: Ocarina of Time used fixed 3D for many building interiors. This technique was later replaced by full 3D in Majora's Mask. High-budget 3D graphics can now display levels of artistry once found only in films.

Stalkershot 2
Stalkershot 2
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File:Space Rocks (game).jpg
Space Rocks (game).jpg
File:TheHeist2_Robbery.png
TheHeist2_Robbery.png
File:Awesomenauts - Screenshot 09.jpg
Awesomenauts - Screenshot 09.jpg
File:Stalkershot 2.jpg
Stalkershot 2.jpg
File:Dead Justice-Cat Mother-Third-Person-Shooter.jpg
Dead Justice-Cat Mother-Third-Person-Shooter.jpg
File:Sample screen capture of Oculus rift development kit 2 screen buffer.jpg
Sample screen capture of Oculus rift...
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