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"Lifelike graphics"

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Fri 15/06/01 at 18:41
Regular
Posts: 787
Fact: Monitors, TV's, etc - all use RGB colour scheme.

Fact: RGB colour scheme cannot represent all the visible colours of the electromagnetic spectrum. This is because some have a negative red component, that is to say, you'd have to add red to it to achieve a match with the RGB system.

In your opionion, is this significant, and will it prevent graphics ever being totally convincing?

Discuss ;)
Sat 16/06/01 at 21:12
Regular
"MJ:Newbie Hunter!"
Posts: 1,940
Aaahhh brain... expanding..... wealth.. of.... specs... entering... mind.... cannot.... contain any longer. BANG!

(;o( Unhappy my head just went bang
Sat 16/06/01 at 21:05
Regular
"Eff, you see, kay?"
Posts: 14,156
I don't see the point. Sound bounces off walls, big whoopie doo. Thrilling.
Sat 16/06/01 at 20:09
Regular
Posts: 14,117
With sound we are pretty much sorted. All of the frequencies that the average human ear can pick up, 20-20,000 Hz can be represented, calculated and outputed (sp?) by the computers and soundcards we have now.

Any future improvements will come with faster processors and will have to be written into software. We alreayd have games that can output surround sound. What is already coming next is software built into the game that can calculate how the sound of a grenade launcher sounds reflective off of walls.

A patch for UT is available for this, but it only works with certain soundcards and you need a beefy processor to get it to work. It is also still in beta form.

Really changes like this need to be built into the game from the start as you need to download the levels again as they have information built into them.

I think UT2, or whatever it will be called, will come with this feature already and it should take the sound effects to new levels.
Sat 16/06/01 at 19:56
Regular
"Jim Jam Jim"
Posts: 5,626
16 bit to 24 bit is a big step and I can remember playing Quake 3 and having seen 16 bit then 24 bit it really is a big difference. When I tried 24 bit to 32 bit I couldnt really tell that must difference as of course Quake 3 might not be set up to make much of a difference when put in to 32 bit.

SonicRav I would say that Turbonutter could tell the difference between #0000FF and #0000FE. As if he works with colours at work then his eyes will get trained to pick out the slightest difference in colour.
Sat 16/06/01 at 18:44
Regular
"---SOULJACKER---"
Posts: 5,448
turbonutter wrote:
> I can tell the difference between 16 bit and 24 bit. But I can also
> tell the diference between #0000FF and #0000FE.


u lie! They are soooo similar that there cannot be any way to do that... surely!

Sonic
Sat 16/06/01 at 18:42
Regular
"Eff, you see, kay?"
Posts: 14,156
I can tell the difference between 16 bit and 24 bit. But I can also tell the diference between #0000FF and #0000FE. Only because I work with colour every day though. Joe Public can't especially at 60fps.
Sat 16/06/01 at 17:41
Regular
"Jim Jam Jim"
Posts: 5,626
Ok I may have been wrong but I assumed from what other people said in the previous posts. They said RGB is 256x256x256 which is the same as 2^24 i.e 24bit.

After you told me I was wrong I have now just relised RGB can be any bit possiable as Red Green Blue(RGB can be any bit), the more bits the more shades of red, green and blue are provide right?

With PC games 16 bit colour isnt very good but when you go from 16 to 24 there is a difference but from 24 and 32 I didnt find too much of a difference.
Sat 16/06/01 at 17:17
Regular
"smile, it's free"
Posts: 6,460
As far as I know, sound is covered. It can be recorded at frequencies well out of our hearing range (above and below), and recorded in great detail with all it's overtones, in whatever timbre is required.

It cannot be captured perfectly (as it's analogue) but can be done so in sufficient detail to ensure that it is indetectable from the real thing - much like there being no noticable difference between 24-bit RGB and 32-bit RGB. (Notice I didn't say 'between 24-bit RGB and real life').

Basically, yes - the whole spectrum can be represented, unlike with colour.

Assuming of course, that your recording equipment and speakers are good enough.
Sat 16/06/01 at 17:05
Regular
"Copyright: FM Inc."
Posts: 10,338
Does the same sort of rule apply to sound production or have we covered the synthesis of sound in gaming now, from a technological point of view?
Sat 16/06/01 at 16:39
Regular
"smile, it's free"
Posts: 6,460
No, RGB does not have to be 24-bit.

There have been various crazy research students who have designed 64-bit colour schemes, but they still use the RGB system - albeit in significantly more detail.

24-bit colour is usually seen as the standard as it is impossible to destinguish between the shades at any higher colour levels (supposedly this is also true of 16-bit colour, but 24-bit gives a safety buffer which is useful to make sure there is no quality loss when image processing tehcniques are applied)

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