SHIT JUST GOT REAL has officially moved to SomethingforNobody.com. All of our content is there, now, including all of the guides we've written.
Why not stop by and say hi on our brand new forums? We're going to start taking user submissions in, as well; if you have ever wanted to write a modding guide, for example, you can leverage us for exposure by hosting your guide on our site. You can read more about that here.
Thursday, September 22, 2011
More News on A Valley Without Wind, Editorials by Christopher Park
Tuesday, September 20, 2011
Minecraft Water Mod
HEY, WE MOVED!
You can find NAME OF PAGE OR ARTICLE here at the new site.
Friday, September 16, 2011
S.T.A.L.K.E.R. Shadow of Chernobyl Modding Guide
HEY, WE MOVED!
You can find the STALKER SoC Modding Guide here at the new site.
If you have any suggestions or problems with the guide, you can tell me about it on our forums.
Crysis Modding Guide
HEY, WE MOVED!
You can find the Crysis Modding Guide here at the new site.
You can find the Crysis Modding Guide here at the new site.
Saturday, September 10, 2011
Oblivion Co-Op mod in beta statges
HEY, WE MOVED!
You can find Oblivion Co-Op mod in beta statges here at the new site.
Wednesday, September 7, 2011
Tuesday, September 6, 2011
Thank you Based God
You can fuck my bitch, Based God. Swag to the maximum.
-Knots
-Knots
Monday, September 5, 2011
Fresh Prince of Balmora
HEY, WE MOVED!
You can find Fresh Prince of Balmora here at the new site.
Sunday, September 4, 2011
STALKER SoC: Mods and Rumors of Mods
HEY, WE MOVED!
You can find Stalker SoC: Mods and Rumors of Mods here at the new site.
Morroblivion
HEY, WE MOVED!
You can find Morroblivion here at the new site.
Sunday, August 28, 2011
Does this look familiar to you?
HEY, WE MOVED!
You can find Does this look familiar to you? here at the new site.
Thursday, August 25, 2011
S.T.A.L.K.E.R. SoC: LURK Animations for AMK
HEY, WE MOVED!
You can find Stalker SoC: LURK Animations for AMK here at the new site.
Breath of Death VII Review
HEY, WE MOVED!
You can find Breath of Death VII Review here at the new site.
Friday, August 19, 2011
LIMBO Review
HEY, WE MOVED!
You can find Lusit's LIMBO Review here at the new site.
Tuesday, August 16, 2011
What's New for S.T.A.L.K.E.R. SoC?
HEY, WE MOVED!
You can find What's New for STALKER SoC? here at the new site.
Wednesday, August 10, 2011
Monday, August 8, 2011
Thursday, August 4, 2011
The Insignificance of Egalitarianism in Computer Games of the Modern Age of Man
HEY, WE MOVED!
You can find "The Insignificance of Egalitarianism in Computer Games of the Modern Age of Man" here at the new site.
Monday, August 1, 2011
Tuesday, July 19, 2011
How To Use iCEnhancer with Grand Theft Auto IV Steam Edition
HEY, WE MOVED!
You can find the article on how to use iCEnhancer with GTAIV Steam Edition here at the new site.
Monday, July 18, 2011
Incredible Grand Theft Auto III Mod Discovered
HEY, WE MOVED!
You can find Lusit's article about his amazing GTAIII mod discovery here at the new site.
Tuesday, July 12, 2011
Status of Deus Ex Modding Guide
HEY, WE MOVED!
You can find Lusit's status update on his Deus Ex Modding guide here at the new site.
Sunday, June 26, 2011
Tamriel Rebuilt
HEY, WE MOVED!
You can find my interview with TR admin Thrignar Fraxix and screens from the Tamriel Rebuilt dev builds here at the new site.
Friday, June 24, 2011
Sunday, April 17, 2011
Sunday, March 20, 2011
Monday, March 14, 2011
Sunday, March 13, 2011
Tuesday, March 8, 2011
Sunday, March 6, 2011
Optimizing Oblivion
HEY, WE MOVED!
You can find the Oblivion Optimization Guide here at the new site.
The Oblivion Modding Guide can be found here.
If you have any suggestions or problems with the Oblivion guide, you can tell me about it on our forums.
Thursday, March 3, 2011
Tuesday, March 1, 2011
Thursday, February 24, 2011
Tuesday, February 22, 2011
Guide updates 16/2 - 22/2
Quite a lot has changed in the guide over the past few days. Here's the rundown for anyone wondering what's up:
-Switched from Vality's trees to Vurt's trees
A lot of people have been wondering why I did this because a lot of you guys seem to be fairly loyal to Vality's trees. I love Vality's trees, too, but they are beginning to show their age, particularly in conjunction with MGE XE's shadows...
If you use Vality's trees with XE, the shadows coming down from the tree canopy start looking awful during midday in game. It's because MGE XE draws it's shadows based on distant land and the distant land versions of Vality's trees don't turn to face the player. Therefor, when you try to make a shadowmap of one, you end up getting these ugly wigly crosses instead of the leafy impression you want.
Besides that, Vurt's trees have come a long way. They are fully bump mapped and are also using reflect maps as a psuedo parallax map which looks fantastic, not to mention the animated leaves that really helps to liven up the regions. --I STILL don't like Vurt's mushroom meshes, but I have a work around for that in the guide so don't worry about having to deal with those twisty things Vurt uses in his ascadian isles pack.
-Heavily recommending MGE XE
My notes on MGE XE really don't do this awesome extension of MGE justice. It really is not just the shadows, folks. Lighting in general has been improved a million times over. Rayscatter has been improved far past Phal's original implementation of it, for example, and so have MGE's fogging-per-weather methods. The way light interacts with statics and actors is stunning. Then, there is the AMAZING underwater effects shader that allows you to see light refracting near the surface... 3D water waves are a small price to pay for all that is new here.
-Improved Xpadder configs
I figured out how to fake analog input with xpadder. You know how in games with real controller support, usually how fast the character moves is determined by how far you push the thumbstick towards the edge? That is what I've figured out how to fake. All that is really happening is that after a certain threshold, xpadder holds down shift for you. That means that if you push the control stick forward a little, you'll only walk. If you push it forward all the way, you'll run. The original configs are still included in the download for those who prefer togglable run.
-Misc other stuff
There is a new icon set that came out recently, I've also added a few things I'd previously forgotten about. Best to skim over the list again to find what you don't have.
-Other news
Oblivion guide soon. "Soon" as in a couple of days. Most likely. It's almost done, I'm just being thorough.
-Knots
-Switched from Vality's trees to Vurt's trees
A lot of people have been wondering why I did this because a lot of you guys seem to be fairly loyal to Vality's trees. I love Vality's trees, too, but they are beginning to show their age, particularly in conjunction with MGE XE's shadows...
If you use Vality's trees with XE, the shadows coming down from the tree canopy start looking awful during midday in game. It's because MGE XE draws it's shadows based on distant land and the distant land versions of Vality's trees don't turn to face the player. Therefor, when you try to make a shadowmap of one, you end up getting these ugly wigly crosses instead of the leafy impression you want.
Besides that, Vurt's trees have come a long way. They are fully bump mapped and are also using reflect maps as a psuedo parallax map which looks fantastic, not to mention the animated leaves that really helps to liven up the regions. --I STILL don't like Vurt's mushroom meshes, but I have a work around for that in the guide so don't worry about having to deal with those twisty things Vurt uses in his ascadian isles pack.
-Heavily recommending MGE XE
My notes on MGE XE really don't do this awesome extension of MGE justice. It really is not just the shadows, folks. Lighting in general has been improved a million times over. Rayscatter has been improved far past Phal's original implementation of it, for example, and so have MGE's fogging-per-weather methods. The way light interacts with statics and actors is stunning. Then, there is the AMAZING underwater effects shader that allows you to see light refracting near the surface... 3D water waves are a small price to pay for all that is new here.
-Improved Xpadder configs
I figured out how to fake analog input with xpadder. You know how in games with real controller support, usually how fast the character moves is determined by how far you push the thumbstick towards the edge? That is what I've figured out how to fake. All that is really happening is that after a certain threshold, xpadder holds down shift for you. That means that if you push the control stick forward a little, you'll only walk. If you push it forward all the way, you'll run. The original configs are still included in the download for those who prefer togglable run.
-Misc other stuff
There is a new icon set that came out recently, I've also added a few things I'd previously forgotten about. Best to skim over the list again to find what you don't have.
-Other news
Oblivion guide soon. "Soon" as in a couple of days. Most likely. It's almost done, I'm just being thorough.
-Knots
Monday, February 21, 2011
A Valley Without Wind New Video Released
On the 18th, a new video for Arcen's upcoming PC-exclusive (by upcoming I mean "we started work on this about a month ago"), along with a lot of information. Christopher Park posted on his personal blog about new features he put into A Valley Without Wind, including new characters, more RPGish progression in the game, a more fluid battle system, and graphical updates such as improved particle effects and shadows.
The graphical quality of this game has improved in leaps and bounds in the last several weeks and it is only going to get prettier, developing further the muddy, watery paint-like art style Arcen has chosen for their game. The 3 videos released for "A Valley Without Wind" can be found here, here, and here.
For any of you that haven't heard about a Valley Without Wind (which I presume is most of you), it is a randomly-generated survival-ish Action-RPG set in a post-Ice Age society, which apparently has lots of wind and robots shaped like skeletons... with magic and permadeath. As I mentioned previously, Arcen has put about a month of work into this, and their progress thus far is staggering. They've released progress updates nearly every week in addition to having tons of interviews and other publicity-raising events that help us keep up with the progress of the game.
Notice the music. Pablo Vega, their composer, is immensely talented. He has the ability to compose both extremely catchy and impressive melodic pieces, with a wide range of instruments and styles.
-Lusit
Monday, February 14, 2011
Antares' Tribunal Main Quest released!
For a lot of people, the Elder Scrolls III: Tribunal was a bit of a let down. Things just didn't play out as epicly as there was potential for. One man, Antares, has gone above and beyond to remedy the issue, having created a complete overhaul of the Tribunal questline. You can nab this mod here. I haven't tried it myself yet, but I've been following it's development since Antares first had the idea. It promises to be a fantastic experience.
Need more encouragement? How about a chance to talk with Sotha Sil in the flesh, and a chance to fight Mehrunes Dagon?! Let me know how you like the mod in the comments, I'm interested in everyone's take on it.
For anyone wondering, by the way, a fairly major overhaul of the guide is underway, kind of hinging on whenever Hrnchamd gets around to implementing 3D water waves in MGE XE. You also have a Fallout 3 modding guide to look forward to in the near future, currently being written by my good friend Lusit, as well as general tech/gaming related news posts out of him!
-Knots
Need more encouragement? How about a chance to talk with Sotha Sil in the flesh, and a chance to fight Mehrunes Dagon?! Let me know how you like the mod in the comments, I'm interested in everyone's take on it.
For anyone wondering, by the way, a fairly major overhaul of the guide is underway, kind of hinging on whenever Hrnchamd gets around to implementing 3D water waves in MGE XE. You also have a Fallout 3 modding guide to look forward to in the near future, currently being written by my good friend Lusit, as well as general tech/gaming related news posts out of him!
-Knots
Thursday, February 10, 2011
Short but beautiful MGE XE demonstration feauturing upcoming Tamriel Rebuilt content!
I wish there was enough for me to write an essay about, but there's only this:
The author of the video is Nemon, head of exteriors for the ambitious "Tamriel Rebuilt" mod for Morrowind that seeks to recreate the Morrowind mainland that landlocks Vvardenfell on three sides. If I am not mistaken, he is using vanilla textures. The beautiful lighting and shadows is thanks to MGE XE of which I have notes on here.
Can't wait for Tamriel Rebuilt's next release, or for the day when MGE XE hits 1.0!
The author of the video is Nemon, head of exteriors for the ambitious "Tamriel Rebuilt" mod for Morrowind that seeks to recreate the Morrowind mainland that landlocks Vvardenfell on three sides. If I am not mistaken, he is using vanilla textures. The beautiful lighting and shadows is thanks to MGE XE of which I have notes on here.
Can't wait for Tamriel Rebuilt's next release, or for the day when MGE XE hits 1.0!
Tuesday, February 1, 2011
Nerevar Rising
Mucky88 of Newgrounds shared this in a thread on /v/ today. I liked it so I thought I'd share it here.
While I'm sharing Morrowind related music, I may as well raise awareness of Jeremy Soule's own revisiting to the theme, titled Nerevar Rising (reprise). Some of you may find it hard to believe, but not everyone owns Morrowind's soundtrack (but they should).
Cheers!
While I'm sharing Morrowind related music, I may as well raise awareness of Jeremy Soule's own revisiting to the theme, titled Nerevar Rising (reprise). Some of you may find it hard to believe, but not everyone owns Morrowind's soundtrack (but they should).
Cheers!
Vivec, warrior-poet God of the Dunmer Tribunal |
Saturday, January 15, 2011
Head Mounted Displays, Head Trackers, and Morrowind
Many of my friends share my love for Morrowind, and one of those friends showed me a site full of "future-esque" tech (though the site was quite paradoxically poorly designed).
Head mounted displays are quite novel, but coupled with a head-tracking device, one could be transformed into the most immersive setup for 1st person games like Morrowind. This is hardly breaking news, I know. After checking out some of the mind blowing tech on the site, however, we had to know if anyone else was thinking the way we were in terms of HMDs, head trackers, and MW. Amazingly, someone with access to all of this tech had put an awesome video up on youtube to demonstrate.
I have to say, I'd prefer to play sitting, and would probably continue to use KB+M or 360 controller for basic movement. The head tracking would simply be for the sake of immersion, not to be used as the main turning input. A higher resolution HMD would of course be preferable as well (seems to me he's running the game at x480), but even with this guy's budget pair of goggles, his setup is enviable. No idea why he doesn't use noglow, though.
Head mounted displays are quite novel, but coupled with a head-tracking device, one could be transformed into the most immersive setup for 1st person games like Morrowind. This is hardly breaking news, I know. After checking out some of the mind blowing tech on the site, however, we had to know if anyone else was thinking the way we were in terms of HMDs, head trackers, and MW. Amazingly, someone with access to all of this tech had put an awesome video up on youtube to demonstrate.
I have to say, I'd prefer to play sitting, and would probably continue to use KB+M or 360 controller for basic movement. The head tracking would simply be for the sake of immersion, not to be used as the main turning input. A higher resolution HMD would of course be preferable as well (seems to me he's running the game at x480), but even with this guy's budget pair of goggles, his setup is enviable. No idea why he doesn't use noglow, though.
OpenMW development enters a "new age"
If you've been playing Bethesda games for very long, one of the things that is bound to get on your nerves is the game engines. Indeed, even Bethesda's most recent games (the Fallouts) run on what is essentially a reworking of Netimmerse (the Morrowind Engine) called Gamebryo that seems to be held together by spent chewing gum and paperclips. CTDs and wonky physics have become hallmarks for Bethesda games, we can only hope that the latest evolution of the engine, developed for Skyrim, called Netbryo, will lay to rest some of the unsightly and frustrating issues inherent in the last two.
The overhaul of Bethesda's engine is great news for Skyrim and any future Fallout games, but it does nothing at all for our Morrowind experience - we're stuck in the past, with Netimmerse. No real physics, no advanced AI (like Oblivion's Radiant AI), and enhanced graphics only thanks to a graphics extender that is by necessity implemented in a ludicrously inefficient way (and be sure, this is no fault of the MGE devs).
It's not all doom and gloom for the future of Morrowind, friends. In a few years from now, we'll be playing Morrowind with an in-game map the size of the entire province (thanks to Tamriel Rebuilt) or more (thanks to projects like Skyrim: Home of the Nords and Cyrodil: the Imperial Province). What's more, there is a good chance we'll have the choice of one or two complete engine rewrites to choose from.
The oldest of the two projects still being actively developed is called OpenMW. It's written in C++ and uses many high quality open source game development tools. Because the tools they are using are cross platform and open source, when OpenMW is complete it will be available on Windows, Linux, and possibly even Max OS. It will very likely be more stable than Morrowind, it will be possible to update the NPC AI, physics, and it will offer the opportunity for modders to change aspects of the game that cannot be done with the Construction Set - particularly hardcoded gameplay mechanics like skills and combat. On top of that, the modern graphics currently afforded by MGE could be properly implemented into the engine itself rather than through tricking the game with modified .dlls the way the Graphics Extender does. Finally, multiplayer is a strong possibility for OpenMW.
OpenMW aims to be 100% compatible with all of Morrowind's resources, which means that current mods and replacers should work with it. OpenMW will use your existing Morrowind install.
Here's a video demonstrating the current state of the project. Technically speaking, it's very impressive how far they have come. As of the time of this posting, the video is only a few days old.
I encourage you to check out their official site as well as their thread on the Bethsoft forums.
The overhaul of Bethesda's engine is great news for Skyrim and any future Fallout games, but it does nothing at all for our Morrowind experience - we're stuck in the past, with Netimmerse. No real physics, no advanced AI (like Oblivion's Radiant AI), and enhanced graphics only thanks to a graphics extender that is by necessity implemented in a ludicrously inefficient way (and be sure, this is no fault of the MGE devs).
It's not all doom and gloom for the future of Morrowind, friends. In a few years from now, we'll be playing Morrowind with an in-game map the size of the entire province (thanks to Tamriel Rebuilt) or more (thanks to projects like Skyrim: Home of the Nords and Cyrodil: the Imperial Province). What's more, there is a good chance we'll have the choice of one or two complete engine rewrites to choose from.
The oldest of the two projects still being actively developed is called OpenMW. It's written in C++ and uses many high quality open source game development tools. Because the tools they are using are cross platform and open source, when OpenMW is complete it will be available on Windows, Linux, and possibly even Max OS. It will very likely be more stable than Morrowind, it will be possible to update the NPC AI, physics, and it will offer the opportunity for modders to change aspects of the game that cannot be done with the Construction Set - particularly hardcoded gameplay mechanics like skills and combat. On top of that, the modern graphics currently afforded by MGE could be properly implemented into the engine itself rather than through tricking the game with modified .dlls the way the Graphics Extender does. Finally, multiplayer is a strong possibility for OpenMW.
OpenMW aims to be 100% compatible with all of Morrowind's resources, which means that current mods and replacers should work with it. OpenMW will use your existing Morrowind install.
Here's a video demonstrating the current state of the project. Technically speaking, it's very impressive how far they have come. As of the time of this posting, the video is only a few days old.
I encourage you to check out their official site as well as their thread on the Bethsoft forums.
Friday, January 14, 2011
Special Notes on MGE XE
HEY, WE MOVED!
You can find my notes and instructions regarding MGE XE here at the new site.
The Morrowind Modding guide is here, and you can pose questions and comments over on our forums.
Tuesday, January 11, 2011
Guides, guides, guides
My intentions going forward with this blog: for one thing, you can expect expansions to be made upon the Morrowind guide. It will continue to stay up-to-date as the most comprehensive source on the best enhancers and replacers available to Morrowind. It's because I'm as interested in it as you are, dear reader, and I don't mind passing the information along.
Second, I get this question a lot so I'm just going to answer it here: Yes, I am planning to do an Oblivion guide. Soon. Very soon. It will get it's own page on this blog, even! Besides that (and no promises) I may end up doing a guide for the Legend of Zelda: Ocarina of Time texture/shader enhancements (which I have done for /v/ before) and maybe the other Gamebryo games (Fallout 3 and NV).
What else, what else... Morrowind Mod Packs are all the rage thanks in part to the Morrowind2011 backlash. It's a rule of the internet, we've all learned so long ago, that whenever someone tries to stop a file from getting around, the file actually gets around faster. Celebrity nudes, leaked games, movies, music and now... Morrowind mods. This has generated quite a bit of hype for Morrowind2011, a mod pack which I can tell you honestly is not up to date or as quality. It's unfortunate that so many people have decided to install Morrowind2011 in the wake of this hype, though of course it's always a good thing when more people are playing a fantastic game.
And then, of course, there is Brorrowind. It's based heavily on my guide, it's pro as fuck and it's bound to piss a ton of people off. I won't say I condone this behavior, I don't. But if you're going to download a mod pack that pisses off a ton of people because the author didn't ask for permissions, if you can't be arsed to sit through my guide, download Brorrowind. The author made some picks against some of mine that make his pack fundamentally different (like Vurt's Trees instead of Vality's) and he has left out some mods I think are essential (like Delayed DB attacks) but his pack is still good, your results with his pack should be very similar to my screens.
There are two problems with Brorrowind as beautiful as it is. One I have already addressed: He didn't ask for permissions. The other is a bit more subtle: because it's distribution is not centralized and because it is a pack and not a guide, it is very hard to keep everyone using that pack hip to the latest improvements coming out of the community. When MGE updates, that won't be easily reflected in Brorrowind. When Tamriel Rebuild finally comes out with their next release (and they will!) that won't be reflected in Brorrowind.
These problems are really one in the same. If he'd have gotten permissions, he'd be able to keep the package updated and he'd be able to take the old link down when there was a new link available (because he wouldn't have to be anonymous and decentralized) instead of just tossing it out into the community and hoping everyone starts referring the updated. So my plan is, very simply, to ask for permissions of every mod author I have referred to in my guide. Then, when I have every last permission, I will create a very very simple installer that will do 99% of the work for you. And when the package get's updated, it will be reflected in the guide (which current users will be able to update with modularly as if they'd followed the guide in the first place) and in the link of the installer.
In summary: More Morrowind updates, Oblivion guide coming soon, and hopefully an installer for the Morrowind updates when I get permissions.
-Knots
Second, I get this question a lot so I'm just going to answer it here: Yes, I am planning to do an Oblivion guide. Soon. Very soon. It will get it's own page on this blog, even! Besides that (and no promises) I may end up doing a guide for the Legend of Zelda: Ocarina of Time texture/shader enhancements (which I have done for /v/ before) and maybe the other Gamebryo games (Fallout 3 and NV).
What else, what else... Morrowind Mod Packs are all the rage thanks in part to the Morrowind2011 backlash. It's a rule of the internet, we've all learned so long ago, that whenever someone tries to stop a file from getting around, the file actually gets around faster. Celebrity nudes, leaked games, movies, music and now... Morrowind mods. This has generated quite a bit of hype for Morrowind2011, a mod pack which I can tell you honestly is not up to date or as quality. It's unfortunate that so many people have decided to install Morrowind2011 in the wake of this hype, though of course it's always a good thing when more people are playing a fantastic game.
And then, of course, there is Brorrowind. It's based heavily on my guide, it's pro as fuck and it's bound to piss a ton of people off. I won't say I condone this behavior, I don't. But if you're going to download a mod pack that pisses off a ton of people because the author didn't ask for permissions, if you can't be arsed to sit through my guide, download Brorrowind. The author made some picks against some of mine that make his pack fundamentally different (like Vurt's Trees instead of Vality's) and he has left out some mods I think are essential (like Delayed DB attacks) but his pack is still good, your results with his pack should be very similar to my screens.
There are two problems with Brorrowind as beautiful as it is. One I have already addressed: He didn't ask for permissions. The other is a bit more subtle: because it's distribution is not centralized and because it is a pack and not a guide, it is very hard to keep everyone using that pack hip to the latest improvements coming out of the community. When MGE updates, that won't be easily reflected in Brorrowind. When Tamriel Rebuild finally comes out with their next release (and they will!) that won't be reflected in Brorrowind.
These problems are really one in the same. If he'd have gotten permissions, he'd be able to keep the package updated and he'd be able to take the old link down when there was a new link available (because he wouldn't have to be anonymous and decentralized) instead of just tossing it out into the community and hoping everyone starts referring the updated. So my plan is, very simply, to ask for permissions of every mod author I have referred to in my guide. Then, when I have every last permission, I will create a very very simple installer that will do 99% of the work for you. And when the package get's updated, it will be reflected in the guide (which current users will be able to update with modularly as if they'd followed the guide in the first place) and in the link of the installer.
In summary: More Morrowind updates, Oblivion guide coming soon, and hopefully an installer for the Morrowind updates when I get permissions.
-Knots
The Difference Between HD and SD for dummies
It is difficult for some people to wrap their head around the notion of resolution, particularly when rendering 3D graphics. Most people think smaller resolutions make things “bigger” on their display because of the way setting lower resolutions works with your OS (lower resolutions appears to make your icons larger). This idea is incredibly misleading.
To accurately describe how resolution works and what the difference between 480p and 1080p is, lets imagine a painting drawn on a large canvas. It is immaculately detailed, you can see very small blades of grass bending under the foot of the subject of the painting, you can see the freckles on his nose. It looks great. Someone buys the painting and hangs it in his bedroom above his bed, but he’d like a smaller copy to put on a display in his livingroom, so he has the copy scanned and re-printed on a much smaller canvas.
Not long after, disaster strikes and he loses the original painting, but manages to keep the smaller copy he’s made. He wants the large painting in his room again, so he has the smaller painting scanned and printed on a larger canvas. But let’s think about it: when the painting was shrunk, it didn’t have as much space for as much detail, so now that he’s blown it up again he can see the subject of the painting no longer has freckles, and the blades of grass have become very thin wispy lines under the subject’s foot. Much of the detail is lost when you try to stretch a smaller copy across the same area as the original because the smaller copy doesn’t have enough canvas to accurately convey the information of the freckles and the blades of grass. There just isn’t enough room.
Here are two screens. One is Twilight Princess as it would appear playing through a wii, as if I have ripped it directly from a 1080p display. The image is blown up to the displays native resolution, but it is clear that the console is running it at a much lower pixel count. The second screen is Twilight Princess as it appeals in true 1080p running through an emulator on a computer: you can see that the image is much less blocky, and the edges of objects are much cleaner because the game has more pixels to draw to. I recommend you open these two up in a separate tab, “zoom” them so they are bigger than your computer’s resolution, and then swap between the two tabs to get the full effect of the difference. This is important to do because the blog shrinks them to fit to the page, which makes it impossible to see the what I am talking about.
To drive the point home, here is what the game looks like ripped directly from the wii’s buffer. You can see that this screen is much smaller than the other two, and you can see that trying to stretch this screen out would result in the first screen I showed you:
Stay fresh,
-Knots
To accurately describe how resolution works and what the difference between 480p and 1080p is, lets imagine a painting drawn on a large canvas. It is immaculately detailed, you can see very small blades of grass bending under the foot of the subject of the painting, you can see the freckles on his nose. It looks great. Someone buys the painting and hangs it in his bedroom above his bed, but he’d like a smaller copy to put on a display in his livingroom, so he has the copy scanned and re-printed on a much smaller canvas.
Not long after, disaster strikes and he loses the original painting, but manages to keep the smaller copy he’s made. He wants the large painting in his room again, so he has the smaller painting scanned and printed on a larger canvas. But let’s think about it: when the painting was shrunk, it didn’t have as much space for as much detail, so now that he’s blown it up again he can see the subject of the painting no longer has freckles, and the blades of grass have become very thin wispy lines under the subject’s foot. Much of the detail is lost when you try to stretch a smaller copy across the same area as the original because the smaller copy doesn’t have enough canvas to accurately convey the information of the freckles and the blades of grass. There just isn’t enough room.
Here are two screens. One is Twilight Princess as it would appear playing through a wii, as if I have ripped it directly from a 1080p display. The image is blown up to the displays native resolution, but it is clear that the console is running it at a much lower pixel count. The second screen is Twilight Princess as it appeals in true 1080p running through an emulator on a computer: you can see that the image is much less blocky, and the edges of objects are much cleaner because the game has more pixels to draw to. I recommend you open these two up in a separate tab, “zoom” them so they are bigger than your computer’s resolution, and then swap between the two tabs to get the full effect of the difference. This is important to do because the blog shrinks them to fit to the page, which makes it impossible to see the what I am talking about.
To drive the point home, here is what the game looks like ripped directly from the wii’s buffer. You can see that this screen is much smaller than the other two, and you can see that trying to stretch this screen out would result in the first screen I showed you:
Stay fresh,
-Knots
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