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Member Since 13 Jul 2000
Offline Last Active May 04 2015 01:11 PM

Posts I've Made

In Topic: Unity 5 or Unreal engine 4

22 April 2015 - 01:12 PM

If there is one thing you can guarantee, someone who uses Unity will recommend you use Unity and someone using Unreal will recommend Unreal. :)

First decide the game you are going to make and then make the decsion based on that.


It is worth looking at games that have been built using the engines, but don't just look at the graphics... don't be blinded by the pretty shiny things too much!

How many games of the type of game you want to make have been made with that engine is a very, very shallow way to look at it - but often the stats don't lie.

In Topic: 8-bit or 16-bit?

22 December 2013 - 07:21 AM

It seems there is some confusion here ?

The "bit" aspect of consoles that was so popular back in the days wasn't about the bitrate of Still Images,but a quality of hardware,specifically processors.

NES had an 8bit processor,SNES a 16 bit processor,ps1 a 32bit processor,and N64 a 64bit processor.


There is a reason why companies stopped marketing 'bits' for their consoles,and that is because up until PS4 and Xbox One,nothing more than 32 bit CPU was actually needed.

Even the high end computers today,still use either 32bits or 64bits. 32 bit processors are good enough until you need more of 4gb of RAM. 64bit processing is only now starting to become mainstream,as more and more heavy applications are made,and users tend to multitask more. 128 bit processing isn't coming any time soon,as 64 bit processors can use up to 16 exabytes of memory.


That basically means that no matter the pixel count of each individual art piece you make,if you want let's say to make a true 16bit game what you should do is to make a game that is limited only to what 16bit processors could do.


A limitation of that,is that the game shouldn't need more of 16 mb of RAM to run...


There is no confusion, terms like 8bit to describe artwork  etc. have become seperated from any technical meaning.

In Topic: 8-bit or 16-bit?

02 December 2013 - 04:33 PM


I count 11 distinct colors, so strictly speaking one could call it 4 bit graphics (thus, 8 bit is closer than 16 bit).



Those images have way too many colors (11 colors each) to be practical on any 8-bit console, and the colors used are not appropriate to an 8-bit console's color gambit.

They do, in fact, very roughly approximate the "low-fi" style of 16-bit console games like Earthbound on the SNES, which include certain hallmarks of 8-bit-style art, like hyper-saturated colors and pure black outlines, but within the greater color depth afforded by a 16-bit console.

So, to be clear, does 8/16-bit refer to color depth (256-colors vs highcolor) or word size (NES vs SNES)?



I've been thinking about this recently... people say look at this 8bit style gfx...

I dont think they mean bit depth I think they classify based on consoles / computers cpu bits


On top of that most people say 8bit for nearly anything pixeled that looks like it has a limited pallete.

So if it was more like 16bit, someone will still say 8bit... some of that might even be they forgot the limitations

of 8bit machines.

In Topic: sRGB

02 December 2013 - 04:18 PM

gamma correction and tonemapping are 2 separate context. sRGB is related to gamma correction by the simple fact that sRGB assume a particular gamma value. Gamma correction is related to being able to reproduce accurate color across different display device, while tonemapping is concern with mapping color values ( luminance ) into a range that can be displayed on a display device giving the device limitation. One can do gamma correction with no concern for tonemapping if the values they are manipulating lies within the range on displayable values for the output device, and vice versa.


But technically Gamma decoding is tonemapping as well.

In Topic: sRGB

02 December 2013 - 09:19 AM


I don't understand why there is a texture state like that, I don't have looked in openGL spec, but I guess it has a similar one.


It's not a "texture state", it's a compressed texture format. When you use it, you're saying "the data in this texture should be interpreted as if it contains colors in the sRGB color space", which effectively causes the hardware to apply sRGB->Linear conversion when you sample from the texture.


It was a "sampler state" pre- DX10