textures

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  • How Shadow of Mordor PS4 stacks up to PC's huge textures

    by 
    Mike Suszek
    Mike Suszek
    10.03.2014

    Middle-earth: Shadow of Mordor is a great action game, and a pretty (gruesome) one at that. Those playing on consoles will get a good sense of Monolith's interpretation of the Tolkien universe, but high-end PC players have access to an even more detailed version of Middle-earth. Players with beefy computers can download the HD content pack on Steam, which patches Shadow of Mordor with the "highest resolution textures available." The content pack requires a 64-bit version of Windows 7 or Windows 8 as well as a minimum of 8 GB of system RAM and a video card with at least 6 GB of RAM. Digital Foundry put together a comparison video with the PC version's ultra textures and a PS4 copy of the game, found after the break. For more footage of Shadow of Mordor in action, check out Tuesday's hour-long archived Joystiq Streams. [Image: WBIE]

  • DayZ mod is going for the hobo appeal

    by 
    Justin Olivetti
    Justin Olivetti
    11.16.2012

    For all DayZ fans who feel that the inclusion of powerful weapons and relatively plentiful supply caches don't accurately portray their personal vision for a horrible post-apocalyptic zombie world, then a new mod in the making might do the trick. Called DayZ 2017, the mod seeks to progress the game world forward five years to a time when everything's a lot harder to come by. Modder Luke Hinds explained his reasoning on the DayZ 2017 website: "I now want to go back to basics and really focus on what made Rocket's mod really tick with players, and that was scarcity and threat. The main changes will be taking out most loot and making what's left very rare." Hinds cites films such as The Book of Eli and The Road as inspiration. He created "hobo-like" characters who look far more worn-down and a combat that slants more toward melee than ranged. DayZ 2017 hopefully will arrive by the end of the year. Recently, the makers of DayZ cracked down on a different mod that sought to monetize the game through a bounty system.

  • DayZ cracks down on 'Bounty' mod

    by 
    Justin Olivetti
    Justin Olivetti
    11.07.2012

    You'd be hard-pressed to find a dedicated DayZ player who doesn't think the game's already exciting enough. Even so, there is a trio of gamers who have decided that the hardcore zombie survival mod needs some spicing up. Hence, the creation of a real-money version of the game called DayZ Bounty. DayZ Bounty requires players to pay per life but offers income in return if the gamer is good enough to take out NPCs and other humans. Co-creator James Ortiz said that it made the game far more interesting: "We figured that if people had a value on their life... there'd be something to fear besides the zombies." Unfortunately for the Bounty team, DayZ's creators are calling for an end to the mod. A spokeperson for the development team said that Bounty "undermined" the title, and asked for a cessation of the project. "It changes the focus of DayZ from being a creative, enjoyable, gritty gaming experience to a game that is based almost solely on financial gain," the spokesperson explained, "and that is not something we want to be associated with."

  • Autodesk researchers develop 'magic finger' that reads gestures from any surface (video)

    by 
    Steve Dent
    Steve Dent
    10.22.2012

    By combining a camera that detects surfaces with one that perceives motion, Canadian university researchers and Autodesk have made a sensor that reads finger gestures based on which part of your body you swipe. The first camera can detect pre-programmed materials like clothing, which would allow finger movements made across your pants or or shirt to activate commands that call specific people or compose an email, for instance. Autodesk sees this type of input as a possible compliment to smartphones or Google Glasses (which lack a useful input device), though it says the motion detection camera isn't accurate enough yet to replace a mouse. Anyway, if you wanted that kind of device for your digits, it already exists -- in spades.

  • DayZ development screenshots released

    by 
    Elisabeth
    Elisabeth
    10.15.2012

    The development as DayZ as a standalone title is rolling ever forward. To give fans a hint of the sort of progress being made, the development team shared a few work in progress screenshots of some interiors in the game. The art team's recent focus (as you might've guessed from the content of the screenshots) has been on going through and giving each building an interior. Moving forward, the developers will be working on balancing complexity within cities and an interest in scavenging opportunities with a need for greatly increased performance.%Gallery-168382%

  • OpenGL ES 3.0 and OpenGL 4.3 squeeze textures to the limit, bring OpenVL along for the ride

    by 
    Jon Fingas
    Jon Fingas
    08.07.2012

    Mobile graphics are clearly setting the agenda at SIGGRAPH this year -- ARM's Mali T600-series parts have just been chased up by a new Khronos Group standard that will likely keep those future video cores well-fed. OpenGL ES 3.0 represents a big leap in textures, introducing "guaranteed support" for more advanced texture effects as well as a new version of ASTC compression that further shrinks texture footprints without a conspicuous visual hit. OpenVL is also coming to give augmented reality apps their own standard. Don't worry, desktop users still get some love through OpenGL 4.3: it adds the new ASTC tricks, new visual effects (think blur) and support for compute shaders without always needing to use OpenCL. All of the new standards promise a bright future in graphics for those living outside of Microsoft's Direct3D universe, although we'd advise being patient: there won't be a full Open GL ES 3.0 testing suite for as long as six months, and any next-generation phones or tablets will still need the graphics hardware to match.

  • SWTOR Senior Community Manager responds to high-res texture concerns

    by 
    Matt Daniel
    Matt Daniel
    01.11.2012

    Many keen-eyed Star Wars: The Old Republic players noticed that, while there were "low," "medium," and "high" options for the game's texture quality settings, there seemed to be only two different sets of textures, and neither of them includes the high-resolution textures seen in the game's cutscenes and conversations. As it tends to go with the MMO community, the forums were soon filled with cries of "WTFM8?" And thus did BioWare's own Senior Community Manager Stephen Reid appear on the scene to clarify what exactly was happening. The low-medium-high texture quality scale is, he says, a bug, and the medium choice was never supposed to exist. So yes, the game has only two sets of textures, low- and high-resolution, but even the high-resolution textures don't look as shiny as the ones featured in SWTOR's cutscenes. And so the chorus repeated, "WTFM8?" Reid drops a ton of technical information to explain why players can't run around with conversation-quality textures 24/7, but the fact of the matter is that an MMO could potentially have anywhere from one to who-knows-how-many people on-screen at any given time, and BioWare "discovered that using [...] 'maximum resolution' textures on in-game characters during normal gameplay could cause severe performance issues, even on powerful PCs." That's the short of it, but if you'd like the full, unadulterated technical breakdown, just head on over to the official forum post for more info and screaming.

  • Forget Pay N' Spray: GTA3 for Android and iOS allows proper user mods

    by 
    Chris Barylick
    Chris Barylick
    01.01.2012

    A group of cool cats has figured out how to add new textures and other mods to cars and buildings in the Android version of Grand Theft Auto 3. The XDA Developers forum is a good place to start for mod file downloads and the files can be inserted in the sdcard/android/data/com.rockstar.gta3/files/gta3/ directory (which happens to be the same directory structure as the PC version). Click the break to see a video of one of the car mods in action and remember, your ride isn't ideal for drive-by shootings unless Xzibit says so.Update: Jim wrote in to say that the iOS version works as well!

  • Breakfast Topic: A love letter to WoW's texture artists

    by 
    Mathew McCurley
    Mathew McCurley
    05.19.2010

    Blizzard texture artists -- you are my heroes. Prepare yourselves for a sappy love letter to whom I believe are the hardest-working people behind some of the most intricate content in the World of Warcraft. My love and appreciation for the WoW texture artists began with one texture. This one texture made me appreciate what textures were capable of. Love at first sight. The gates of Orgrimmar, to me, are the single most beautiful texture in World of Warcraft. The sense of depth and scale that the gates of Orgrimmar convey are absolutely astounding for what the actual object is made up of. The wall itself is flat. Going up close to the wall is like pulling back the magician's robe -- the trick is just a trick. Looking at the Ogrimmar gate from afar is the real magic. If you haven't seen the gates of Orgrimmar, it is practically a giant rectangle polygon wrapped with this extraordinary texture. Back in 2004, I (like many fervent WoW fanatics) was engaged in wars of internet-epic proportion on forums and message boards about how terrible and cartoony World of Warcraft looked compared to Everquest 2, the graphical competition at the time. Every time the graphics argument came to a head, my answer was always the same -- WoW's texture artists make this game ooze with flavor, style and depth, and Orgrimmar's gate was my proof. WoW's textures compensate for many of the engine's flaws, even in the midst of complaints of new models' being needed for many of the races. With Cataclysm approaching sooner rather than later, and with my boy Garrosh Hellscream taking over my capital city, I am losing my favorite texture in the game. I am losing my ace in the hole, and it will be sorely missed. Thank you, WoW texture team, for putting out the best art in video games. The art in WoW has obviously affected me in and out of the game. What are some of your favorite textures or art pieces in the world that actually have crossed the game's boundaries? Have you ever been amazed at how textures in WoW can make a five-year-old engine look this good?

  • Reader UI of the Week: Gerzroz' UI

    by 
    Mathew McCurley
    Mathew McCurley
    05.11.2010

    Each week, WoW.com brings you a fresh look at reader-submitted UIs. Have a screenshot of your UI you want to submit? Send your screenshots, along with info on what mods you're using and some background information, to readerui@wow.com. Happy belated Mother's Day, moms. That's about the best I can do for mothers as the addon/UI columnist, unless someone develops a mom addon. Anyway, another week and another reader's user interface. This week we get to take a look at some simple art, give some castbar recommendations and tips, and talk way too much about minimap placement. Let's get to it, shall we?

  • Building MMO landscape scenes

    by 
    Brendan Drain
    Brendan Drain
    11.23.2009

    Landscapes have been a staple component of almost every MMO in recent memory. With the exception of some sci-fi titles, most MMOs take place on the land of some imagined island or continent. Some use stylised fantasy landscapes that run smoothly on even low-end computers while others have managed almost photo-realistic visuals at the cost of performance. But have you ever thought about what's going on behind the scenes in your favourite MMO? Most of us don't think about how the computer is actually drawing the terrain we run around on. We don't give much thought to the different ways each MMO renders the water in lakes, rivers and oceans. And just how does your computer render so many trees and plants without grinding to a halt? As part of my masters degree in computer science, I got to grips with a number of these techniques and found it a fascinating thing to learn about. Now when I play a new game or see MMO screenshots, I can't help but think about what the computer is doing in the background and how particular visual effects could have been achieved. In this technical article, I talk about some of the components of an MMO landscape scene and a few of the techniques used in creating the graphics behind them.

  • Building MMO landscape scenes, part 2

    by 
    Brendan Drain
    Brendan Drain
    11.23.2009

    From oceans and rivers to ponds and puddles, water is one of those things that really improves an MMO's visual quality. Practically every fantasy MMO makes use of water in one way or another and they all do it a little differently. This gives the appearance that the water is moving and I've seen the technique in World of Warcraft, EverQuest 2 and a few other MMOs.

  • Another batch of armor skins for WAR

    by 
    Brooke Pilley
    Brooke Pilley
    09.28.2009

    Mythic Entertainment just released eight new armor set designs for Warhammer Online. This part, two of three, features redesigns and comparisons for the Marauder, Shaman, Chosen, Witch Elf, Archmage, White Lion, Witch Hunter, and Knight of the Blazing Sun. They are seeking feedback from players, which can be shared in this forum thread.The studio drew a bit of criticism for their first batch of redesigns because they seemed to be comparing low resolution versions of the older sets versus high resolution renders of the new sets. It seems as though they've avoided that this time around.One thing we've always loved about the gear in WAR (even the old skins) is that it has such visual depth, dimension and personality. Rather than looking as if it was simply added as a distortion map on your character (that bends and stretches with his body), each piece appears individual, nicely interlocking with the others on top of your character. The higher end gear looks quite dark and Gothic, as if it was meant for pain and battle and the new designs show a much more obvious progression than the previous sets, that's for sure (most obvious in the Chosen and Knight).

  • Fallen Earth's art director talks about updating the apocalypse

    by 
    Krystalle Voecks
    Krystalle Voecks
    09.27.2009

    When it comes to an apocalypse, you might think that you could bang up some destroyed buildings, slap some dirt on them and call it a day. But as we learned from a recent guest dev blog on Curse with Fallen Earth's Art Director, Chris Deavellar, there's a lot of work that goes into creating a believable, realistic apocalypse. Players who are currently finding their way in Fallen Earth will undoubtedly be glad to hear that graphical updates like the one above in the works, and will be coming to us down the road. Additionally, as part of the updates that they're working on, these new building formats and textures will help to reduce the memory needed to render all the original, legacy buildings. In all, it's a great post, offering up some frank "making-of" type information for those who are curious about how this indie studio is moving forward with their work on Fallen Earth. Also included are a series of interior and exterior images showing before and after - updates that will help to improve the overall look and feel of the game. For an apocalypse, we think it looks pretty cool, and can't wait until we ride into Embry and see all new, less memory-intensive buildings.

  • New armor set skins are coming to WAR

    by 
    Brooke Pilley
    Brooke Pilley
    08.21.2009

    It seems Mythic is ignoring any and all naysayers as it's steadily ploughing ahead with improvements to Warhammer Online. Patch 1.3.1 just introduced a bunch of tweaks to the endgame and Jeff Skalski's producer's letter mentions a number of cool features coming ahead in 1.3.2. A new post on the WAR Herald is now telling us that the Art team has been busy redesigning all the tier 4 armor set skins.Part one of this reskinning series shows off new concepts for six different classes, including the Blackguard, Squig Herder, and Zealot for Destruction and the Bright Wizard, Engineer, and Swordmaster for Order. The new armor sets are looking pretty amazing if we do say so ourselves, however, there's one minor sticking point. In terms of comparison, some players don't feel that the old sets are being fairly represented. Each of the old sets are shown in-game at what appear to be extremely low screenshot resolutions, while the new sets are richly detailed and colored 3D renders or screenshots from a game client with maxed graphics. Nonetheless, Mythic is looking for your feedback on the new designs, so make sure you give it to them on the official forums.[Thanks to JP]

  • The Queue: Nobody expects the Druid Inquisition!

    by 
    Allison Robert
    Allison Robert
    08.19.2009

    Welcome back to The Queue, WoW.com's daily Q&A column where the WoW.com team answers your questions about the World of Warcraft. Allison Robert will be your hostess today.Adam and Alex are busy packing for BlizzCon, so I've sneaked into the Queue offices to answer some questions this evening. There's no consistent theme here, folks; we're all over the map today with BlizzCon, lore, and player textures. If you don't see your question here, I still have a few in mind from the last post to answer tomorrow.Smapdor asks...There are 3 historical scenarios that can be found in Yogg-Saron's "brain room"...What is the Shadow Vault event? I would guess that it is something as important lore-wise as the (other) two, but I have no idea.It's widely believed that the Shadow Vault "memory" depicts a very recent and very unfortunate occurrence that took place (without player knowledge) after the Wrath Gate event. The NPCs in question are thought to be the souls/spirits/incorporeal whatsamajiggies of Saurfang the Younger and Bolvar Fordragon, who perished in the fight, victim to the Lich King and the Royal Apothecary Society respectively. The Wrath Gate cinematic implies that the Arthas has at least Saurfang's soul to toy with (which would explain the Orcish Turned Champion), but the identity of the Immolated Champion is less clear. Bolvar is by far the most likely possibility -- after all, the Immolated Champion is wearing the same armor Bolvar wore going to his death -- but nothing's been confirmed. Bottom line? Expect to see both Saurfang and Bolvar show up in the Icecrown Citadel raid in some capacity.

  • First Look: NinjaBee's Kaloki Adventure for iPhone

    by 
    Mike Schramm
    Mike Schramm
    05.28.2009

    I first came across developer NinjaBee by playing their XBLA platfomer Cloning Clyde -- it was a game that seemed pretty genre, until you started playing it and discovered a unique charm and depth. Since then, they've brought that flair to a few other types of games, including the turn-based strategy RPG Band of Bugs and Xbox Live's Kingdom for Kieflings, and now they've arrived on the iPhone by porting their original XBLA spaceport business sim Outpost Kaloki X and renaming it as Kaloki Adventure. I liked Kaloki on Xbox Live and I still like it on the iPhone. The graphics have taken a hit -- the textures don't seem as clear and the menus are a little more functional than good-looking, but the solid core of gameplay is definitely still here in spades. The idea is that you're running a space station with a limited number of expansion slots on it, and you can put various expansions in each of those slots -- some will give you more power (which you can use to grow bigger expansions), and some will make you more money (which you can use to build more power). The idea is to satisfy your power needs, make money, and keep your customers happy all at the same time, turning your space station from a tiny little lemonade stand off the back end of Jupiter into a thriving powerhouse of space commerce.

  • Fixing FPS issues with patch 3.1

    by 
    Mike Schramm
    Mike Schramm
    04.18.2009

    A few people are experiencing slowdown issues with patch 3.1, and since our last bit of technical help went over so well, we figured we'd do a little troubleshooting for you on this one, too. If your computer is running slower since you updated into patch 3.1, the first thing to do is check your video options -- Blizzard has tweaked a few things in there, and chances are that by tweaking them again, you might be able to fix your problem (or at least make it a little better). Specifically keep an eye out for the new Video Mode Ultra setting -- that specifically is not designed to be used unless your computer is current and top-of-the-line. Shadows also are quite a drag on the video card and CPU, and turning them down won't affect gameplay that much.If your options are already low, the next thing you might do is check your videocard's make and driver version (scroll down to the "manually" section there -- you don't need to run Intel's program). Nvidia, who makes the common GeForce series of video cards just updated their drivers to version 182.50 on April 2nd, so if you have an earlier version than that, running the update will probably help. If you have an ATI card, you can find the drivers over on their site.And of course if all of your software is set up and you're still having issues, there's always the possibility of updating your hardware. That can be quite an ordeal, though, so if you're not so sure on how to install new RAM or can't recognize the difference between SATA and IDE, you might want to enlist a friendly techie for a little help. WoW is still very forgiving, but Blizzard has been slowly adding on the graphical goodness, so if you've been playing with the same PC since launch four years ago, it might just be time for an upgrade.

  • Nintendo makes Brawl world less colorful

    by 
    JC Fletcher
    JC Fletcher
    12.23.2008

    Remember the awesome Super Smash Bros. Brawl hacking project through which some guys were making alternate color schemes for all the character models? Well, the group responsible started calling themselves ]EE[ Syntax-Error, and they were planning to distribute a patch for Brawl that would allow any homebrew-capable Wii owner to play with all kinds of recolored characters. Soon before this patch was to be released, their site went down.We don't know exactly what happened, but according to a post at Stack Smash, a related Smash Bros. character model hacking site, Nintendo threatened Syntax-Error with lawsuits. As a result, the site is down and the patch is shelved. The image above, found in another Stack Smash post, features almost every texture alteration that was to be released with the software. Check out Pac-Kirby! Oh, we've just made ourselves sad.%Gallery-26316%[Thanks, Ants!]

  • Hackers give Brawl cast a change of clothes

    by 
    JC Fletcher
    JC Fletcher
    08.29.2008

    Some dudes at Ghosteo have breathed new life into the already-quite-vital Super Smash Bros. Brawl by ripping the game code and editing the textures to look like other well-known Nintendo costumes -- like Fierce Deity Link as he appeared in The Legend of Zelda: Majora's Mask. Pikachu becomes Plusle and Minun, Lucas becomes a juvenile Phoenix Wright, Ness becomes Zim, and R.O.B. becomes ... R.O.B. covered in blood. It looks like it came out of a Funcoland in Silent Hill.The Ghosteo posters aren't releasing the textures to the public until they've completed two per character, if at all. So for now all we can do is imagine what it must be like to play Brawl as Sonic, but ... looking like Metal Sonic.%Gallery-26316%[Via NeoGAF]