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Gaming Graphics: Road to Revolution

It has been a long journey from the days of multicolored sprites on tiled block backgrounds to the immersive 3D environments of modern games. What used to be a job for a single game creator is now a multifaceted production involving staff from every creative discipline. The next generation of console and home computer hardware is going to bring a revolutionary leap in available computing power; a teraflop (trillion floating-point operations per second) or more will be on tap from commodity hardware. This leap in power will bring with it a leap in expectations, both on the part of the consumer and the creative professional.

The seeds of the present revolution were sown a long time ago. Everything we do in games started with the telling of a simple story: man against man, man against nature, man against himself. A kid sits down in front of a television and fends off waves of identical invaders marching down the screen toward his inadequately defended base; this story was told a million times in the 1980s, as was the kid’s story about himself: "I got the high score of 8,000 points, and there’s my initials!"

There’s more to telling a story than those simple scenarios, and technology has always had a role to play. Every time our story got better, we needed better hardware. We needed more colors, more memory, better sound, better controllers—and we needed faster processors.

Read the entire article at: devMaster.net 

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