Monday, 12 October 2015

2D vs 3D Graphics Specification.

My 2D example is Contra 3 for the Super Nintendo, as you can see the graphics look fairly basic but for the time these graphics were something new, with the depth of field in the background making it seem that the Buildings are far away and other buildings and platforms look closer just by making them larger and also having more shading on them to show they are closer to the player.

You can also see in this image below that the turret sticking out of the ground, it actually looks like it's actually bursting out of the cement, the way they've done this is by showing cracks in the cement and filling in the hole black so it makes it look like a deep hole. This works very well and gives you the impression of depth. They have also done this in the background with the buildings being broken, making it darker inside the building to show depth. This works well and gives you an example of a vacant building adding eeriness and a spooky feel.



This game is 16 bit which means there is 65,536 combinations or in the case of color, 65,536 colours. This means there are a lot of colours that can be distributed along the game but when you think that just one sprite has many colours on it to add different shades on the shoulders and darker colours on the helmets etc.

Many of the Super Nintendo games clocked in at a resolution of 256x224, or sometimes 256x240. This wasn't the best resolution it could be but had to be limited because if stretched then the pixels would become wobbly and out of place. Obviously, the problem that arises is that, if you just stretch that 256 pixels to match a 16x9 resolution, the game won't scale properly.




My example for 3D game is Rust, this is the new Rust or sometimes known as Rust 2 as its basically just the updated version of the very early release of the game, this version has updated graphics, updated character models, new weapons, new interface and a whole new look basically. It still keeps the same idea with resource gathering and surviving.

As you can see the graphics are fairly photo-realistic as the characters have life-like features, also the grass and walls look realistic too and have features that look similar to real life.

It is a lot different from Contra, although still a shooter it looks far more real, in Contra its very linear and can only walk one way and shoot in certain directions whereas in Rust you can do anything you want, walk anywhere you want and shoot in any direction. It is running at 1080p in this image which is one of the highest resolutions you could run in this day and age as opposed to the Super Nintendo's 256x224 which is very small compared to 1920x1080 with Rust. The bits for this game would be a staggering amount and the colour variants would be huge too with the shading on every character and building.

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