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Blogs

  Are We Ready for HD?
by Benjamin Quintero on 12/21/09 06:21:00 pm   Expert Blogs
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  Posted 12/21/09 06:21:00 pm
 

Are we ready for HD?  This old question popped into my head as I watched my 64bit quad core behemoth cry like a baby as it processed some video clips.  I know, it sounds like a stupid question.  Given that HD TV's are selling at an all-time high over the last couple years and most gaming consoles are resting pretty on the HD era.  Personally, I don't see any problem from the users' perspective.  After all, they just have to plug in their TV's and make sure they have an HD signal from their cable provider.  The weight of HD is soling on the shoulders of the content providers.

Game developers are pushed to create movie quality content because of the sub-pixel accuracy of rendering hardware and the high quality video resolutions capable by modern displays.  A task that used to take a modeler / texture artist 40 hours in the age of 640x224 Playstation 2's is suddenly reaching into the heights of 100+ hours to reach comparable quality under an HD display.  Beyond the visuals, even the programmers are being effected by this.  A much closer relationship between code and art is required, meaning more bottlenecks than ever before.  It's not as easy to build a game by just getting a box to move around in a world; not when actions and events are tied to frames within animation sequences, and physics is tied to movement stored in those animations.  All of this data-driven design is meant to give the power to the artists; allowing them to create a game that is visually stunning at HD resolutions, but at the cost of some serialization early in the game creation pipeline.

Video editing has become a grind with some compositions taking several minutes per frame to encode at 30 to 60 frames per second.  This means that a 30 second HD trailer could take hours to encode on some of the most powerful user workstations.  Dealing with raw footage is no better as most hardrives are beaten into submission by shear force of bandwidth while downloading captured video from digital storage like SDHC cards could take hours alone.  Even RAM comes into question when we are attempting to composite multiple video streams at once.  The whole process of creating HD footage is exhausting and slow without the assistance of costly dedicated hardware.

Frankly, I just don't think that most of us are ready to create quality HD content on a shoestring budget.  A positive twist to this is that it will get easier.  Computers will become more powerful, software will adopt multi-core more fiercely, and content creators will be more comfortable with creating HD content at a higher rate of pace.  Until then, times are looking pretty grim for the content creators of the HD era.  I am more than happy to be a consumer in the age of HD, but what a pain in the butt it is to be a content provider.

I know that PC's have been HD since VGA displays could handle 480p and a whopping 256 colors, but it didn't mature into the mainstream until it reached the living room.  Maybe my failing eyes are lying to me, but I am having some serious troubles in distinguishing resolutions above 1080, so I am desperately hoping that it ends there, or I may have to get out of graphics programming.  I am genuinely curious if game developers would still be held to today's standards if we were still developing for 480p displays.  It seems like such an insignificant difference to change an entire industry; 480p vs. 1080p, but when I look at the Wii I can't help but think that it may have been different today without those displays on the mainstream market.

 [Reprinted from a December 21st, 2009 Blog on my website.]

 
 
Comments

Daniel Martinez
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I think true 1080P HD is a bit ahead of its time in terms of hardware. Most console and PC's out there can barely cope with it and, as you noted, most developers and artists can hardly call their work efficient. Also, games out on the market at the moment are not in 1080P either, they are usually in 720 (on 360 and PS3) and 420 on Wii. So, no the world isn't ready for HD much less for UHD.

In Psychology the human mind knows no limits or boundaries and has an inherent inability to stop. In Business there is a constant craving for growth and disdain for complacency which I grow weary of as time goes on. So if you're "desperately hoping it ends here", I'd sadly say don't hold your breath. http://en.wikipedia.org/wiki/UHDV

Rick Kolesar
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"Beyond the visuals, even the programmers are being effected by this. A much closer relationship between code and art is required, meaning more bottlenecks than ever before"

So in your mind, the closer art and code come together is a bad thing? Yes, game developments encountering bottlenecks all the time, but not because of HD graphics. Art getting closer to code is a good thing.

PCs have been pumping out HD graphics for years and the majority of people playing 360 & PS3 are doing it on normal SDTVs. If anything, "HD" makes artists' lives easier (and when you say HD, I'm guessing you mean current gen). Artists don't have to worry about poly count as much, working on textures in a 1:1 view (no more painting in photoshop at 1024x1024 just to scale it down to 128x128 to see it looks like crap). If anything, having to worry about what your stuff looks like in SD is slowing artists done the most; having to make a menus system that works on both aspects, worrying about small font size, wonder if detail from textures will show in SD, etc.

And as for "create quality HD content on a shoestring budget" games like Braid and Geometry Wars are some of the best "HD" games around.

I've seen plenty if podcasts present their videos in HD. Video has always taken a long time to encode. I remember encoding a two minute 640x480 video and having it take all night. Videos gets bigger, PCs get faster, nothing changes.

Benjamin Quintero
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@Rick - I never said closer relationship of art and code is bad, but it does require more work on all parts. The end result is certainly a more fluid visual experience. But that means more time, more money; just more of everything. The serialization I refer to doesn't necessarily apply to abstract games like Braid, Geometry Wars, or even FlOw and Flower. Those are the type of games that CAN be made with a box for a character because the character is not as important as the mechanic that drives it. Would Geometry Wars have been any different if your ship was a trapezoid? But how many outstanding abstract games can you make? After all, what makes those games stand out is their uniqueness. That is lost if everyone is doing it. No, I am talking about the rest of the world that is creating grounded content; the GTAs and Gears of Wars and Final Fantasy's and so on.

Thanks for agreeing with me that PC's do get faster, but you may be missing the point. I am only stating that most of us don't have the power to produce that content efficiently right NOW, meaning that perhaps the whole HD movement kind of jumped the gun a little. Yes, that 640x480 video took a day before, and now it's hours or even a few minutes. Eventually HD video will get to that point as well, but it all seems a bit premature.

@Daniel - LMAO! UHDV... And they'll probably need 4320p for their netbooks in 2 years from now, even if you can only see every 5th scan line on that 13 inch display. Gotta love consumerism.


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