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3D Game Leaders Beyond 'Cheap Thrills'

Friday, September 30, 2011

At the 3D Gaming Summit in Hollywood this week, some of the biggest supporters of 3D gaming met to discuss the future of the format. And with all the advancements in the tech, there's still much to learn.

Pal-Kristian Engstad, lead graphics programmer on Naughty Dog'sUncharted 3: Drake's Deception, elaborated on how his studio has incorporated the technology into its upcoming, high-profile PlayStation 3 game.

"The way I see 3D, it's a different kind of experience, it's a closer experience. You can use it to get closer to the player. We use it so that you understand that if you step off a ledge, you might hurt yourself. It's not a sacrifice, it's an additional component to the game in our view."

He also was careful to point out one of the most prominent technological hurdles of stereoscopic 3D game development: "But when you're trying to max out the potential of a console, [keep in mind] you have to render things twice. If you have an engine that can't render as fast, you're going [to suffer] from running twice as much data at once."

Jeremy Nikolai, senior programmer at Ready At Dawn, developer of God of War: Origins Collection for PS3, confirmed a similar development experience to Engstad's. "For God of War: Origins Collection, we had to make some adjustments. The 2D game runs at 60 frames per second in 1080p. But because of the rendering associated with 3D, it runs in 720p at a lower framerate. If we were starting from scratch [instead of adapting the PSP games to home console], it would've been different."

Cheap Thrills Or Smart Implementation?

Panel moderator Shane Satterfield with GameTrailers.com cited lower-brow Hollywood films' use of 3D effects for "cheap thrills." He asked the panel what they felt the difference was between "smart" and "cheap" use of 3D effects in games.

"We were working off a remake, but we think we used it intelligently," said Nikolai. "You have to use it right. We have to be careful about 'window-in violations' and not breaking the fourth wall too much. Everything has to come through the center instead of breaking that dimension from the sidelines," Nikolai said. He also mentioned that the team established a "virtual bubble" to ensure that any flying 3D effects came from within specific areas to enhance gameplay, rather than provide cheap thrills.

Naughty Dog's Engstad elaborated. "We initially just implemented 3D, then all of the designers got really impressed and started thinking of what they could do to make it better. It's paying off now."

"It's important to use the medium appropriately," added Simon Benson, Sony Computer Entertainment Europe's senior development manager for its 3D team. "It's not just video, there's more you can do with it. [At Sony] we start by making sure teams understand the technical boundaries of 3D. It has its own set of rules. It's a high quality video mode, and once you hone the technical boundaries, you then implement creative."

"It's a two-phase process. 3D on PS3 is only 12 months old," he said. "It's still new. We still have 60 games. At this point, people are learning to implement the creative elements now that all of the technical work has been established."

3D's Low Adoption Rates

Moderator Satterfield cited an NPD sales figure that reported that in 2010, only 4 percent of televisions sold in the U.S. were 3D-capable. With a softer market, he shifted the attention away from creative implementation to the challenges facing the 3D market.

What it boils down to is creating content that convinces consumers that investment in 3D is worth it. "For our technology to work in games, [we] must work directly with teams from the outset to design titles that utilize it," noted Guy Matteotti with 3D middleware company TriOviz.

His company's tech can be seen in games including Enslaved: Odyssey to the West, Batman: Arkham Asylum Game of the Year Edition and Gears of War 3.  

There's also the accessibility factor. Although Nintendo's 3DS launch hasn't been as strong as its handheld predecessor, Satterfield cited it as an important step in bringing 3D gaming to a wider audience. He asked panelists if they thought that glasses-free 3D gaming would be the means for the format to succeed.

Sony's Benson was unsurprisingly skeptical of competitor Nintendo's approach. "People are projecting their issues with other media onto gaming. When you play a game, you're not looking away from the TV like watching a film. Gamers are also more comfy with peripherals compared to the average consumer," he said. "Maybe people could be looking at other ideas in the future, like a headset that gives you both 3D glasses and fully 3D audio to deepen the immersive experience."

David Nalasco, senior technology manager at AMD, pointed out one issue that had been generally overlooked by the panel up to that point: a lack of standardization. "Everyone has their own 'good idea' for 3D gaming, but until there's a standard, the market will be soft. It'll affect users and content creators until there's a uniform standard."

Benson said Sony has taken proactive stances, and the HDMI 1.4 standard has helped automate the process for games. He believes that at this point, "buying the right glasses for the right TV" is a huge issue, but one that Sony is working to resolve.

TriOviz's Nikolai believes that standards will allow the technology to advance, and from that, developers can keep making games so that should glasses-free 3DTV ever arrive, today's games can run on the format.

Importance Of Standardization

Benson believes that with time, 3D will inevitably become standard. "If people just bought an HDTV, they'll be hesitant. But when that TV breaks down, they'll upgrade to a new TV, and it'll likely be 3D-ready. The cost of glasses and standard tech will come down in the next five years. They'll have a vast array of games to enjoy in 3D, because we're establishing the content now."

AMD's Nalasco believes that cost, content and accessibility are key to adoption. "We need to lower the barrier of entry for the consumer...When you bought an HDTV, there wasn't a lot of content. [Consumers] were being asked to buy TVs that made their existing content look worse." he said.

"When you can buy something that looks as good as a 3DTV in HD, people will be interested in your TV because it offers a feature set that is a bonus," he claimed. "Even content that isn't created in 3D can be converted. Having the middleware in place allows them to try games in 3D, even if it's not necessarily as good-looking as games designed natively in 3D. Low-cost solutions like middleware, and driving cost of hardware down will be key."

Naughty Dog's Engstad added, "We're still learning [this new format] but we've already gotten very far and we can already tell people 'hey, look at this in 3D, and you'll see why this is so much better. It's not that hard; a lot of devs can do it. It's here to stay, it'll be great for gaming in general."

Nikolai was more succinct: "I bought a 3D TV after working on God of War. You can't go back."

Ultimately, Benson got the last word in: "People play games for immersion and suspension of disbelief. HD added that extra detail that made games feel more immersive, more real. To quantify what 3D brings in is to say, 'Finally, you see the game world how you see the real world.' It's the biggest sea change in generations of gaming. You'll only go that route if you've experienced it yourself to understand the immersiveness."

Fanatec Products – Feature Overview

Thursday, September 29, 2011

Fanatec has revealed a big batch of products in the last week weeks, showing off no less than three different new wheels, a wheel rim, new pedal sets a a new shifter with even more to come.

The new wheels differ a lot from each other. While two are cross compatible to all major platform but have to sacrifice other features for that, the PC-centric Clubsport Wheel comes with what’s probably the larger set of features ever packed into a single wheel including replaceable wheel rims.

If you head is already spinning from all the technical details that have been revealed in the past few weeks, Fanatec has put together a neat feature comparison list of all new and current products, allowing everyone to find just the right upcoming product for them.

Fanatec Interview & CSR details

Wednesday, September 28, 2011

Here is part of a recent an interview with Thomas of a Fanatec.

Here’s some additional specs and features of the CSR.

• Authentic motorsport inspired design with premium aluminum wheel and Alcantara grip.
• Force Feedback is handled by a Powerful Mabuchi RS550 Motor that’s used in RC cars.
• Additional 2 force feedback actuators are used to simulate motor or ABS vibrations .
• 90° to 900° of rotation or turning freedom.
• Silent belt drive and high resolution sensors deliver ultra realistic steering feel with pin point accuracy.
• Also compatible with the Playstation 3 and PC.
• Tuning functions with LED display that allows players to adjust the turning angle (90° to 900° of steering rotation), force feedback, vibration, sensitivity, with the ability to save up to five presets.
• Five “Drift mode” adjustments to allow quicker turning ratio.
• Compatible with all Fanatec pedals, shifter sets, wheel stands, and cockpits

The CSR Elite as mentioned, is a completely new design. Here are some of the new features and specs.
• Wheel base fully made of metal with a carbon fiber and Alcantara wheel rim
• DirectSensor™ technology: The sensor is mounted directly on the steering axis to avoid interference and performance issues that are inherent in belt and gear drives that have motor mounted sensor systems.
• Strong and fast 120W dual force feedback motors plus 2 vibration motors in the wheel rim
• Large silent fans are installed to provide ample cooling
• Big shifter paddles made of metal provide a solid shifting experience

• Newly designed belt drive mechanism that’s made completely of metal and uses high quality ball bearings and German made belts to deliver the smoothest, most precise force feedback on the market

• Tuning functions with LED display that allows players to adjust the turning angle (90° to 900° of steering rotation), force feedback, vibration, sensitivity, with the ability to save up to five presets.
• Five “Drift mode” adjustments to allow quicker turning ratio.
• Compatible with most Fanatec Porsche 911 products. Also compatible with the PlayStation 3 and PC.

GE: Your products are notoriously hard to find, other than direct from your website. I know many people who wish you collaborated with retailers such as Amazon. Can you elaborate on whether or not you intend to expand to other retailers, or do you plan on keeping things internal with sales via your site only?

FAN: We currently plan to only offer our wheels through our website that we are currently revamping for a much more user friendly experience. That way we can keep the cost down for the end user and also be directly in contact with them. If we go through an Amazon or major retailer, we lose that relationship by having a third party distribute our gear.

Read the whole interview here

Kart Racing Physics in rFactor – Preview Videos

Tuesday, September 27, 2011

rFactor physics guru Niels Heusinkveld has released two interesting new preview videos, showing off kart physics in rFactor in action.

The videos show a 160kg heavy kart powered by a 125cc engine, according to Niels ISI’s flexible gMotor 2 engine is able to handle kart physics just fine when fed with the right values.

Slightly Mad crowdsourcing CARS technology

Monday, September 26, 2011

We really like the idea of a like mined "community" owning a share of the venture.   We are right behind Slightly Mad in there proposal.  The future of technology is about how a community feels about its acceptance.  It really putting the heart on the sleave and constantly saying "are we worthy" versus this is what "we think you should have".

We will talk about this more in upcoming blogs but here is an article from Game Industry News.  We will sign up in some shape or form.

"Need for Speed: Shift developer Slightly Mad Studios is embarking on an ambitious project to create technology and video games via crowdsourcing.

The community assisted and crowdfunded technology will be released to subscribers who can then work alongside the studio itself, develop games from scratch and be financially rewarded once the titles are live.

The first project is racing game C.A.R.S. but Slightly Mad hopes the project - dubbed World of Mass Development - will be used for future first-person shooter, adventure and role-playing games.

The community will also be able to play the game as it's being built, from the first track and cars up until the final build. 

Slightly Mad will take 30 per cent of profits with the remainder divided up amongst the community based on the amount of shares in a game they own.

Slightly Mad is targeting individuals and fans with shares in the games priced a $5 and $10, $250 options for groups, $1000 for small businesses and large companies and investors can get involved with contributions of $100,000. Longer-term, subscribers can also benefit when PC games are ported to other formats.

Based on a two year development cycle at a cost of $5 million, Slightly Mad estimates that a $10 share will return $35 if the game hits a $25 million profit, or 657,000 traditional retail sales. A $250 share will return $875 and a $100,000 share $350,000.

Slightly Mad is targeting three million sales of C.A.R.S., a 90 per cent Metacritic and a profit of $52 million. The free-to-play game will include microtransactions priced from 10 cents to $10 and the company has already licensed a number of tracks and manufacturers.

The World of Mass Development service will also be offered to other developers, who can use it to pitch ideas to the community, fund and promote their own games.

Gaming 2021

Sunday, September 25, 2011

Fast forward to 2021. Have a think about how games will look in the future. How will technological and societal changes affect the entertainment experiences of the future?

Recently, Sony Computer Entertainment hosted an exclusive all-star panel of game makers that focused on what the next ten years of video game development might look like. Panelists like Kellee Santiago (Co-Founder of ThatGameCompany), Gareth Edmondson (Managing Director of Ubisoft Reflections Studio), veteran game creator Mark Cerny, Shuhei Yoshida (President of Sony Worldwide Studios) and Mick Hocking (Director of Sony WorldWide Studios 3D Team) looked into a crystal ball to forecast what 2021 might look like in the interactive gaming space.

The Next Evolution of Motion Controls



According to Yoshida, the motion controls of today like PlayStation Move are the equivalent of the early 8-bit days of game consoles. "In the future, we will know more about the player," said Yoshida. "Game developers will have access to real-time information and data about the player, which will allow them to create some really dangerous-almost interactivities."

Star Trek Holodecks in Your Living Room



According to Hocking, holographics are going to be doable in the next 10 years. "You can bring an object out of the screen and look around it right now in our R&D studio in Liverpool using 3D and head tracking," said Hocking. "We're just at the start of this technology and we're looking forward to game designers taking this and creating new experiences.

Performance Capture Technology Will Surpass Hollywood



According to Cerny, games like Heavy Rain and Uncharted 3 are just the beginning of what can be done with performance capture - and not just in gaming. "Epic Games' Samaritan demo at GDC gave a preview of what the next generation of virtual characters will look like," said Cerny. "Performance capture will continue to evolve and allow game developers to connect with players on an emotional level."

Always-Connected Gaming Experiences



Santiago believes the current generation of connected gamers who've grown up online will move on to develop brand new types of gaming experiences. "The kinds of games this connected generation of gamers is going to make we can't possibly understand now," said Santiago. These connected experiences will continue to evolve game genres and experiences beyond even the cross-platform options that are exploding today.

Conquering The Uncanny Valley



Video game graphics will continue to evolve, combined with new technologies that will fully realize game experiences like LA Noire in a way that brings living, breathing virtual characters to life that look human. "We're not there yet, but we will cross the uncanny valley," said Edmondson. "Games touch people in all different ways, but with more realistic characters who also behave like we do, game experiences will evolve." Today, the technology is just starting to open the door for this technology, but a decade from now, the perfect storm of interaction will arrive.

Games Will Make You Happy



In the future, your game console will become your friend. Kinect already knows your name and your gaming likes and dislikes. In 10 years time, game consoles will know a lot more about you. "It'd be nice to think that we can form a map of the player, including real-time data like heart rate and facial expressions," said Hocking. "Once you have this type of information, games can learn the emotional state of the player deliver an experience to change that emotional state." IF you're said, turn on your PlayStation 4 (or 5) and let your console make you feel happy again.

Single-Player Gaming Will End



In today's connected world, cooperative and online gaming already rule the day. But Cerny believes unconnected single-player gameplay will vanish from the gaming landscape in as little as three years time. "With Facebook and the explosion of mobile and social games, I don't think that will last," said Cerny. Instead, game experiences will blend other players into the mix, even beyond traditional co-op play. Cerny pointed to Demon Souls as a good early example, where players saw the ghosts of other players who had died haunt their game experience.

Games Will School You



Serious games are already a huge category in the video game industry, as everyone from the government to educators to corporations turn to interactive instructions. Hocking believes the future of education is in video games. "I'm excited about the potential of bringing 3D together with augmented reality in a headset that we combine together to bring 3D objects into the real world to bring perfect collision and occlusion in real world," said Hocking. This type of technology will open up all types of entertainment-based, as well as educational, possibilities for one-to-one instructions and interactions. "Moving forward, there are massive opportunities to educate as well as entertain people with games."

2D Gaming Will Become Retro



These days, we're seeing many developers providing an homage to the 8-bit and 16-bit era of gaming with new experiences that are also nostalgic. With over 50 3D games on the market today from Sony and 100s more coming, panelists agreed that 3D isn't going away. Yoshida said in the near future, game studios will be able to create games and have someone else turn them into 3D experiences. Hocking said not every game should be in 3D. Santiago believes that in the future, we'll see retro non-stereoscopic games released from independent studios.

Virtual Reality



The promise of virtual reality from the '80s will finally be fulfilled, but in a different way. The advances in 3D technology, performance capture and head tracking will converge and open up new opportunities for interactivity. "Gamers will be able to create objects holographically and sculpt things with our hands, opening up fascinating new one-to-one interactions," said Hocking. At the same time, advances in AI will open up more interaction with game characters. "Experiences will go behind Hollywood movies, where AI characters will not only be able to talk directly to the player, but they'll be able to show them an object and have them interact with it," added Hocking.

What's does your vision of the future of gaming look like? VR Goggles? Riding laser-beams? Let us know in the comments section.

From IGN

F1 2011 – No AIDS Race Gameplay Video

Saturday, September 24, 2011

KonsolenFrontTV has released a very interesting gameplay video of Codemasters’ upcoming F1 2011 title.

The video shows a full three-lap race at Melbourne in the Red Bull, using a steering wheel and no driving aids. The video has been made using the Xbox 360 version and a Fanatec GT2 wheel with Clubsport pedals, we can check out the driver’s actions via picture in picture. Furthermore, the video also gives us a short glimpse at the game’s menus.

Toshiba 55" 3D TV no glasses, tracks your face

Friday, September 23, 2011

The ZL2 boasts a range of technologies designed to provide a decent 2D and 3D viewing experience, including face tracking, Resolution+, Auto Calibration, 2D to 3D conversion, and Smart TV features including Toshiba Places.

The ZL2 is the world’s first TV targeted at consumers to include a Quad Full HD display, offering a mega 3840 x 2160 resolution compared to the standard Full HD which is 1920 x 1080.

The glasses-free 3D technology is based on the stereoscopic principle of simultaneously delivering a picture to the left eye, and another one with a small offset (parallax) to the right eye, in order to achieve the 3D effect. To deliver a glasses-free 3D image a range of lenticular lenslets guide the dedicated images to each viewer in the room.

Toshiba says the ZL2 is able to provide 3D images for up to nine different viewing positions. The TV tailors the 3D to the viewers’ actual positions in the room using face tracking technology. At the touch of a button, it is able to detect where each person is sitting, and adjust the viewing zones accordingly which it does by moving the lenslets.



No word on pricing or availability as yet although rumours circulating the show floor are hinting at a cost in the region of 8000 euros.

netKar Pro 1.3 Final – Released

Thursday, September 22, 2011

After months of careful beta testing and tweaking, Kunos Simulazioni has released the final 1.3 version of their netKar Pro simulation.

The final version of version 1.3 comes with improved multiplayer code, a better collision model and a brand new Vintage Replica GT car with semi-slick tires.

Ferrari F1 Wheel for Thrustmaster T500 RS

Wednesday, September 21, 2011

First photos of the new wheel rim surfaced from the Italian Formula One Grand Prix at Monza as Fernando Alonso and Felipe Massa showed off the new wheel rim. The wheel is closely modeled to the real F1 rim, coming with plenty of buttons, rotary switches but lacking the display and rev-meter of the original.

Replaceable wheel rims seem to be the new thing among upmarket steering wheels. With the new rim, Thrustmaster is answering Fanatec’s challenge as their upcoming ClubSport Wheel will support replaceable rims and will offer a F1-style option as well. The Fanatec wheel isn’t licensed, comes with working displays though.

The new wheel rim for Thrustmaster’s critically acclaimed T500 RS wheel is already listed on Amazon, selling for 149.99€ at a yet undisclosed date. The wheel will also be sold bundled with the T500 RS base, it remains to be seen whether Thrustmaster will also offer the current GT rim as expansion for those buying the wheel with the F1 rim on.



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