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Farsight Studios
The Pinball Arcade / Farsight Studios
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<blockquote data-quote="hootowls" data-source="post: 100041" data-attributes="member: 3449"><p>CB, I'd like to know this as well! Until someone more knowledgeable drops by I started by looking up the terms. I get the feeling that these are all fairly standard options with regard to graphic card settings, at least as is usually supported in various gaming applications (so not really unique to TPA). Most of what follows is just a description of each term, usually from Wikipedia.</p><p></p><p><strong>Post-processing</strong> is the process of changing the perceived quality of a video on playback (done after the decoding process). It is important to understand that post-processing always involves a trade-off between speed, smoothness and sharpness.</p><p></p><p>In computer graphics, accounting for <strong>level of detail</strong> involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast.</p><p></p><p><strong>30 fps (frames per second)</strong> makes images appear smoother because of less frame rate deviation?</p><p></p><p><strong>Immediate mode</strong> rendering is a style for application programming interfaces of graphics libraries, in which client calls directly cause rendering of graphics objects to the display. In contrast to retained mode, lists of objects to be rendered are not saved by the API library. Instead, the application must re-issue all drawing commands required to describe the entire scene each time a new frame is required, regardless of actual changes. This method provides the maximum amount of control and flexibility to the application program.</p><p></p><p><strong>Anti aliasing</strong> improves the appearance of polygon edges, so they are not "jagged" but are smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory. The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes).</p></blockquote><p></p>
[QUOTE="hootowls, post: 100041, member: 3449"] CB, I'd like to know this as well! Until someone more knowledgeable drops by I started by looking up the terms. I get the feeling that these are all fairly standard options with regard to graphic card settings, at least as is usually supported in various gaming applications (so not really unique to TPA). Most of what follows is just a description of each term, usually from Wikipedia. [B]Post-processing[/B] is the process of changing the perceived quality of a video on playback (done after the decoding process). It is important to understand that post-processing always involves a trade-off between speed, smoothness and sharpness. In computer graphics, accounting for [B]level of detail[/B] involves decreasing the complexity of a 3D object representation as it moves away from the viewer or according other metrics such as object importance, viewpoint-relative speed or position. Level of detail techniques increases the efficiency of rendering by decreasing the workload on graphics pipeline stages, usually vertex transformations. The reduced visual quality of the model is often unnoticed because of the small effect on object appearance when distant or moving fast. [B]30 fps (frames per second)[/B] makes images appear smoother because of less frame rate deviation? [B]Immediate mode[/B] rendering is a style for application programming interfaces of graphics libraries, in which client calls directly cause rendering of graphics objects to the display. In contrast to retained mode, lists of objects to be rendered are not saved by the API library. Instead, the application must re-issue all drawing commands required to describe the entire scene each time a new frame is required, regardless of actual changes. This method provides the maximum amount of control and flexibility to the application program. [B]Anti aliasing[/B] improves the appearance of polygon edges, so they are not "jagged" but are smoothed out on the screen. However, it incurs a performance cost for the graphics card and uses more video memory. The level of anti-aliasing determines how smooth polygon edges are (and how much video memory it consumes). [/QUOTE]
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