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Playing around with / paying attention to graphics...

9 replies [Last post]
Wed, 11/17/2010 - 13:37
BehindCurtai
Legacy Username

(If you don't like pointless general discussion of the game and graphics, stop reading now. :-)

So I'm on the windows machine right now, down in Moorcroft's arcade. And it's dark. Real dark.

This monitor has a native gamma of about 1.7 -- everything's washed out. Video driver's simple "gamma correction" -- a slider to match alternating bars to constant color -- puts in a correction factor of .55.

And Moorcroft is dark. Upping it to .7 makes it brighter; just how bright is it supposed to be?

RGB is horrible for discussing what a color should be. LAB works much better, but I haven't seen any sort of "This should be that color" from the Arrtists here.

So, lets go down a gate, into the party lobby.

Hmm. You know, as I approach the elevator, the minimap shows some "land" to the far left, or far right. Hmm...

Looking off from the side of the party lobby platform, I can see the elevator shaft going down ... down ... down ...

And looking to the right, I see a little platform ... with something moving, shaking under it. Heck, under the elevator on my platform, I see something shaking.

Going back up, and looking from the arcade, at the platforms. Hey, their shape --
Going back down, and looking at the platforms. Why, right above the elevator, if I could look up --

Those "runways" that are visible from the arcade, right in front of the totem poles? Those are the party lobbies!

They're so far away that they look close to each other, and small. Right?

Well, sort of. I mean, the distance from one entrance gate to another is pretty close, and the distance from one platform to the next is large. The only way it could work is if there was some sort of distance distortion, so you actually got smaller as you went down. (Or something... angled elevator shafts to spread you out ...)

It's just ... from the left-most gate, going down, I can see another platform off to the left. And there's nothing actually there :-).

Alright, lets play and see if I can get more displayed. I'm in 1024x768 windowed mode. What happens in full-screen?

Answer: Turning up to full screen, highest resolution, gives me sharper pictures, but no wider view. The objects in the viewport are mapped as a percentage of the viewport width, not as a function of pixel count.

So at low resolution, I don't lose anything. Well, the chat text is bigger. But everything is still visible, in the same viewspace.

Hmm. Wonder what my mac would perform like if I tossed 800x600 full screen at it? Fewer pixels, no OS double buffering, and we just got a java update ... maybe (wish! :-) performance improvement? (naa, probably a minor security thing.)

Still, just some observations.

What colors should things be?
Kudos for "higher resolution == sharper", without giving bigger monitors more to look at and a playing advantage
Kudos for the party lobbies being what we see from the gate room. (Now if we could see some ants running around if a party was forming ...)

Wed, 11/17/2010 - 14:14
#1
King-Tinkinzar's picture
King-Tinkinzar
I wish there were widescreen

I wish there were widescreen mode...

Wed, 11/17/2010 - 17:39
#2
Shoebox's picture
Shoebox
CRYSIS, FARCRY 2 AND PONG COMBINED = BEST GRAPHICS

It does have widescreen resolutions...
I'm playing on 1366x768 which is 16:10.

Also, I hope they add some FSAA when they go and pump steroids into their graphics.
The jaggy edges on the interface hurt my eyes.
Too many years of playing console games.

Wed, 11/17/2010 - 18:07
#3
Bifurcate's picture
Bifurcate
Lead Programmer
Depending on your graphics

Depending on your graphics drivers, you may be able to force FSAA. For example, in ATI Catalyst, you can go to 3D/Anti-Aliasing, unclick "Use application settings," and select (for example) 4X sampling. There's currently an issue with lines on the minimap, but that will be fixed in the next release. I'd like to add support for this setting within the application, but the underlying library that we use makes it somewhat tricky to change this on the fly.

Wed, 11/17/2010 - 19:48
#4
BehindCurtai
Legacy Username
> Hmm. Wonder what my mac

> Hmm. Wonder what my mac would perform like if I tossed 800x600 full screen at it? Fewer pixels, no OS double buffering, and we just got a java update ... maybe (wish! :-) performance improvement? (naa, probably a minor security thing.)

Alright, I went in and played around with some stuff.

First, you can toss 640 x 480 full screen at the game, and it displays nicely. The 3d world section is just perfect. Lower resolution, so "chunky"-ier, but still good.

The 2d windows, panels, icons on the top, etc: Not so good. Doesn't fit :-).

At 800x600, with half as many pixels, and full-screen so it does fewer drawing operations? Still not quite happy speed wise.

But it works, nicely. At least, until you run into full-screen java on mac issues. You know, program dies if the screen is forced to change, etc.

(rant on: You'd think that forcing a window change or normal screen mode would just hide the java window off-screen, but no. Rant off.)

Wed, 11/17/2010 - 21:16
#5
Shango
Legacy Username
Ooo, I went and turned on

Ooo, I went and turned on anti-aliasing on mine this way.

http://wiki.spiralknights.com/File:Antialiasing.png

Very smooth now, looks great!

Wed, 11/17/2010 - 23:35
#6
BehindCurtai
Legacy Username
> It does have widescreen

> It does have widescreen resolutions...
I'm playing on 1366x768 which is 16:10.

So I just compared (on microsoft windows) 1024x768 and 1024x600.

In the Moorcroft arcade.

Identical view area. No difference.

The scaling is different (same vertical view, different viewport height -- about 7 inches vs 10 inches). And I was expecting the squares on the ground to look non-square in one of the two. But no, they both look square.

Silly optical illusions :-)

Wed, 11/17/2010 - 23:55
#7
Bifurcate's picture
Bifurcate
Lead Programmer
The vertical field of view is

The vertical field of view is fixed, so what matters is the aspect ratio (width over height). 1024x600 has a higher aspect ratio than 1024x768 (1.71 vs. 1.33), so it fits more in horizontally.

Thu, 11/18/2010 - 00:37
#8
Dogrock's picture
Dogrock
Interesting about the

Interesting about the Anti-Aliasing, I could have sworn nothing happened when I was toggling it a while back. I thought most of the settings in Catalyst only affected DirectX based games. I'd go check again but the desktop out of commission...

Fri, 11/19/2010 - 00:12
#9
BehindCurtai
Legacy Username
> The vertical field of view

> The vertical field of view is fixed, so what matters is the aspect ratio (width over height). 1024x600 has a higher aspect ratio than 1024x768 (1.71 vs. 1.33), so it fits more in horizontally.

Odd, because as I said, I could not notice any difference.

I'll give it a real workout next time I'm on ... see what 1024x500 looks like

EDIT: OK, 1024x512 has a very noticably wider field of view. Much nicer. Except that when you finish the dungeon and go back to town, you can't see what you have!

Alright, using 600 height from now on.

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