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alan2here

Member Since 15 Sep 2005
Offline Last Active Jul 18 2014 05:55 AM

Topics I've Started

Oculus Rift and Super Resolution

16 July 2014 - 05:31 AM

I've briefly used a development Oculus Rift with the example game and the Rift mode in Half Life 2.

The game world resolution appeared dramatically higher than the screen resolution of the device, appearing as retina resolution for my eyes and I have particularly good eyesight.

The difference between perception and reality was very clear with the near unreadable pixelation of games menu items when they were fixed in position, representative of the real, low resolution of the screen.

I put this down to super-resolution caused by subtle head movements. Imagine lines from your eyes, through each pixel of the rifts screen, then through virtual space and onto surfaces of the in-game world, with slight head movements these lines move around on objects at sub-pixel scales, giving much more information than a still image, the mind interpreting this as a higher resolution image far beyond what occurs with 3D games viewed on conventional screens at low resolutions, where looking is controlled by movement of a mouse.

I could even see a ghost of the huge chunky pixel grid, faint and easy to ignore over the view.

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I'm hoping for accounts of this effect on the Rift or similar systems at further reduced resolutions:

Do you experience the effect?

If so:

Can you read (in world) text of a lower resolution than would usually be possible, for example with each character being 3x2 pixels.

At what resolution does the effect no longer work?

If you normally feel nauseous using the Rift, how does noticing this effect contribute to that?

If this works at very low resolutions, do small objects seem to suddenly appear as they are noticed for the first time, as the center of a pixel reaches the in world object, how does your mind make sense of the contradiction?

Do things feel noticeably different than usual?

Anything else of note?

Musings that may be of interest, stuff I like.

12 November 2012 - 10:55 AM

I love exploration in games. For me this means everything from combinations of ideas as in table top games or epic RTS experiences and challenges.

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To huge, abstract, organic maze like expanses of space, often unfortunately thease are not intended but instead as the result of bugs.

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To combinations or speeds and track positions at differnt times, as in cirtain racing games. I find particularly the case when the acceleration is low but the top speed is high.

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And for me, the enemy of genuine quick thinking, adaption, solving, suspense that almost hurts physically, pondering, storyline you want to experance again and again, real breathtaking graphics, real fear like in Amnesia the Darkest Descent, real learning and self realization, and that you can in the right circumstances learn and train your mind in an hour as you wouldn't otherwise in whole a month.

Is grind, filler, repetition, lack of imagination, replacing the superman avatar with a batman one and releasing it as another game. And as yahtzee puts it, "Mash X to not die.".

Is where there is a stealth game and so a world of intricacy and possibility for staying in the ever changing regions between enities lines and areas of sight, this being before any other mechanics are included, that is spoiled so completly by you having a gun or garrote and being able to run away when seen anyway. Even the parkour game features fighting with policeman, something I've never done in real life parkour and I don't see david beckham getting a machine gun in any football games to enhance the excitement. The reason for all this, in this age of Minecraft, Notch with his numerous of millions of £ and so many other good examples is that gamers like myself apparently don't want it.


I like many others love the game Portal, as well as Portal 2 and Prey. In the developer commentary of portal it is revealed that one room is larger on the inside than the outside, the door being a portal and the inside of the room abstractly existing elsewhere.

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Apart from highly free composition of space using modular design, beyond a portal almost as easily being "a new instance of" than just "a teliport to", the film inception also shows an example of where it could be used to stunning effect, with an impossible figure made possible, the enevatable seem in such a figure could using portals be at least somewhat hidden under an arch for example. What's more the mathematics for portals in games seem not just easy using matrices, but similar to how other graphical elements are calculated, also using matrices.


I'm a big fan of the concept of generated content and have some programmatic ideas about how to really make it work, which will probably be saved for another thread.

Turning on Unicode in DevC++

13 July 2010 - 12:16 AM

I'm getting a "DXUT requires a Unicode build" error from DirectX code that I have been given which should work. I've got the latest verstion of DevC++ and DirectX SDK.

How do I enable unicode in building of C++ projects in DevC++?

Looking for a coder for C++ game engine project

22 May 2010 - 12:33 PM

I am looking for somone familier with C++ and graphics such as openGL as well as pixel\geometry shaders and who knows about raster to vector conversion such as marching cubes to work with me on a game engine. The part I require is relatively small and has a simple interface to the rest of the program. The whole project is quite large if you are feeling more ambitious. The engine generates the environment, entities and behaviors at the start of a level based on a small amount of code that makes up that level instead of large geometry files.

One pass per frame light maps?

09 June 2007 - 08:15 AM

It's just an idea. It may be more novel that practical, however I really wanted to air it for descussion. I posted in this forum as I am new to serious game coding. If it would be better in another forum please feal free to move it. How it could work: The idea is for light to start from light sources (sky, lights, candle, glowing stuff etc..) and many rays of light travel before the first frame of rendering outward to land on objects. Each texel in the enviroment then remebers the averege angle of movement, colour and brightness of all the rays that land on it as a single value (so infomation is lost here). Light which enters a block on the players head (there eyes) gets desplayed on the screen (more on how this works further down). The first frame is drawn to the screen which will always just contain mostly black with some verry bright bits where light sources are. Then the light stored in each texel is projected onto the aprorate surfaces based on the information stored in each texel. We have lost lots of rays here as each texel only stored averege information (the lights also project new light again). Some rays which are now less bright enter the eyes as well as some new ones from the lights (which in turn will ajust the infomation in each texel). The next frame is drawn which now contains more infomation, it is still verry odd looking. It won't be untill about the 3rd frame when the view will look more normal. Probbable Advanteges: The information stored at one time is always at a manegable amount The number of calculations each frame is always at a manegable amount Reflective surfaces can simply reflect a higher percentege of light Surfaces that need to defuse light only need to scatter it more randomly You can move light sources or objects about and maintain realitic shadows Propper HDR with aperture that will ajust gradually to difrent averege light over the view and blur that is relitive to the over-brightness of each pixel could be made easy(er) Could be an Advantege or Disadvantege: Moving light sorces or objects about results in light that lags Reflective surfaces may have to be used responibly (If HDR was implemented properly then the player would expreance temporery blindness when entering and exiting verry bright areas) Eyes: The eyes would have to only allow light to enter each pixel at the aproprate angle (as if they are around one side of a sphere and only allow light to enter if it is coming straight on as opposed to an angle). They could alternitivly contain an area that destorts the parth of light to act as a lense so that not too much excess light was lost.

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