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===OpenGL=== | ===OpenGL=== |
Revision as of 10:53, 27 January 2016
Muh gaymes is the primary excuse for people not joining the GNU/Linux master race. However, our lord and savior Gaben wants you to think otherwise.
Contents
- 1 Platforms & Technologies
- 2 Modifications
- 3 Digital Rights Management
- 4 Common Visual Effects
- 5 Common Resource Types
- 6 External Links
- 7 See Also
Platforms & Technologies
Microsoft Windows
Microsoft Windows is currently the premier PC gaming platform. This is due to several factors; including pre-installation agreements with major PC vendors, relatively poor driver support for other platforms by hardware manufacturers, and the favoured position enjoyed by Microsoft's proprietary DirectX technologies in the modern games industry.
Other Operating Systems
DOSBox
DOSBox is a free and open source MS-DOS emulator designed with classic games in mind. Binaries are available for every major modern operating system. To those without MS-DOS experience, DOSBox might seem a bit confusing. For a list of supported and assistance in getting them working, refer to the DOSBox Compatibility List and the DOSBox Forums.
The Wine Project
Wine is a free and open source compatibility layer that is capable of running many Windows programs without emulation under the following POSIX-compliant operating systems: Linux, Mac OS X, and BSD. For a list of supported games and instructions for getting them working with Wine, refer to the Wine Application Database.
DirectX
An API, mostly used as a library for creating muh gemes exclusively on the Windows platform.
OpenGL
Or Open Graphics Library is a multi-platform API developed by Khronos Group. Unlike DirectX which is a package of multiple libraries, OpenGL only deals with rendering of 2D and 3D graphics. And unlike DirectX you will never have to deal with Microsoft to use it.
Modifications
Digital Rights Management
Common Visual Effects
Ambient Occlusion
Is a way to create realistic look by darkening the corners and concave areas of 3d models that are affected only by ambient lightning. Most devs put it in place even with direct lightning which can be a stylistic choise in some cases by mostly is just lazy programming.
Anisotropic Filtering
Basically the further you are away from the camera textures tend to misalign so anisotropic filtering is used to align textures back. There is absolutely no reason not to max it by default in every video game since the performance impact is barely noticeable. It is still a big mystery to why every hardware benchmarking test from popular web sites and magazines include AF in the settings lists, but universe may never know the answer.
Anti-Aliasing
A common way to fix the problem of "jaggies" on outer edges of 3D models in video games. There are multiple AA methods that "fix" the problem in a different way, with a different effect on the performance.
Super-Sampled (SSAA)
Multi-Sampled (MSAA)
Coverage-Sampled (CSAA, EQAA)
Morphological (MLAA)
Sub-Pixel Morphological (SMAA)
Fast Approximate (FXAA)
Downsampling
While downsampling cannot be compared to other AA methods, it is widely used by gamers and is by far the superior way to fix the problem of jaggies in video games. It works by running games at higher-than-native resolutions and downscaling them back to one's native resolution. 95% of all vidya does not have this feature but there is a way to force it via user-made software and stock GPU control software. It will also render games at much better quality. But with high quality comes a performance penalty that is higher than any other AA method.
Bloom
Is an effect that gives certain glow to rendered image. Clearly a stylistic effect but for some reason it is included as an options in many many games.
Dynamic Shadowing
Parallax Mapping
Tessellation
Most people think that tesselation is all about giving detail to 3D models the closer you move game camera to them but in reality tesselation in video games is referes to two things - polygon streaming and actual tesselation. Tesselation is a technique to generate polygons in the space between existing polygons to increase detail of objects. Polygon streaming commonly paired with tesselation but can be used without it to stream existing high-poly mesh data into the model depending on the distance/angle from the camera to 3D model.
Triple Buffering
Vertical Sync
Common Resource Types
Recorded Audio
Recorded video
Meshes
Textures
Detail Maps
Normal Maps
Specular Maps
External Links
See Also
- /g/ style Video Games
- Libre Game Wiki