Escaping the World: High and Low Resolution in Gaming

IEEE Multim. Pub Date : 2005-10-01 DOI:10.1109/MMUL.2005.70
Ben Serviss
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引用次数: 9

Abstract

Advances in graphics have done more than just revolutionize the computer game industry-graphics themselves have come to define the entire industry, surpassing even gameplay as the singular identifying characteristic of all games, regardless of genre. These spectacular developments are even more remarkable when we consider the almost ruthless constraints imposed by an industry needing to deliver high performance to a demanding computer-savvy group of users. A core issue involves low- versus high-resolution graphics. As multimedia technologies continue to mature, the debate between high and low resolution takes on more urgency. What is the most effective way to convey an emotion or information? Is it just pure realism or is it an artistic device? Always searching for the most effective way to provide an immersive experience, game developers still have no consensus on what rendered graphics should really look like. This article provides insight into the game industry as well as discussing this topic in the context of other visual media such as art and film.
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逃离世界:游戏中的高分辨率和低分辨率
图像的进步所带来的不仅仅是电脑游戏行业的革命——图像本身已经定义了整个行业,甚至超越了游戏玩法,成为所有游戏的唯一识别特征,无论类型如何。当我们考虑到这个行业所施加的几乎无情的限制时,这些惊人的发展就更加引人注目了,因为这个行业需要向要求苛刻的精通计算机的用户群体提供高性能。一个核心问题涉及到低分辨率和高分辨率的图形。随着多媒体技术的不断成熟,高分辨率和低分辨率之间的争论变得更加紧迫。传达情感或信息的最有效方式是什么?这是纯粹的现实主义还是一种艺术手段?游戏开发者总是在寻找提供沉浸式体验的最有效方法,但对于渲染图像应该是什么样子,他们仍然没有达成共识。本文将深入分析游戏行业,并在艺术和电影等其他视觉媒体的背景下讨论这一话题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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