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- Many games do already use some sort of video, aperture etc. effects. Screen
- shakes are often coupled with heavy mis-convergence huge sudden chromatic
- aberration. There are also quite a lot of screen tearing effects. But many of
- these are either very digital (discontinuous) or way too smooth. As a result,
- such effects are usually not used for gameplay elements. They are mainly an
- overlay that should indicate some status (got hit etc.), but they have no say
- in any gameplay. It's difficult to build screen effects that break up your
- screen smoothly yet aren't trivial/boring (like a sine/wobble or similar). So
- the question is; how to build screen effects that tear your screen in such a
- way that you can still follow the action on the screen even while the screen
- gets heavily distorted?
- This question, phrased the other way around, i.e. "how do keep image
- perception alive on a CRT while the video signal undergoes some heavy
- distortions?", was one of the major questions once television was introduced.
- In the earlier days of television (around the time of the Brit. 405 lines
- system) there were no compensation to counter many of the potential
- distortion. If the signal was weak, the image teared away in a sudden.
- However, this situation was remedied by introducing more and more
- sophisticated and clever analog circuitry to stabilize the signal and
- circuits. Many of these circuits are so complex that you can't even compute
- them fully in closed-form, because many components do have a non-linear
- voltage-to-current relation making the whole system non-linear. The
- engineering solution to this problem is to linearize this relation around
- a given point known as the quiescent point (Q-point, bias point, operating
- point). Analog systems are usually build around these points.
- Now the interesting part (contrary do digital systems) is, that these systems
- do operated in a certain range. The linearization process needs a certain
- finite (small) interval in which you can operate the system. Within this
- interval the system behaves as expected. The non-linearties, when operating
- within this interval, are usually very small. However, if you start to leave
- this interval then the non-linearities will rise and as such the dynamics of
- the system will rise as well influencing other components in the same system
- usually producing what's known as non-linear distortion. But the interesting
- fact is that these distortions aren't produced all of a sudden, there is a
- continuous range and many analog systems are build in such a way that they can
- stand these distortions for awhile (overdrive, headroom). They don't break-up
- suddenly. It's a continuous process with the dynamics governed by the non-
- linearities of the system.
- This is something engineers did for ages, building stable analog circuits
- around the quiescent point while estimating the non-linear behavior further
- away from it.
- For video/television everything was done to build stabilizing systems which
- won't break-up all of a sudden if you slightly leave the operating region
- (with a bad signal for example). The effect of all those systems is that the
- image quality holds up tied even while the video signal undergoes some heavy
- distortions for some brief moments. For example, today, you can loose the H-
- sync pulses for a couple of lines with virtually no effects seen on the
- screen. Even if the sync pulses are missing for longer, or come-in in an
- infrequent fashion, the image on the screen won't tear away all of a sudden.
- It smoothly starts to degrade. The phase-looked-loops (PLL, a flywheel
- mechanism) tries its best to sync the internal oscillator with these
- infrequent pulses.
- It was a real achievement in getting a stable picture on the screen from a
- very weak signal out of analog technology. There is some real ingenuity
- applied here.
- End of story is that you get some very interesting (non-boring) image
- distortions with you still being able to discern/tracking the image's content
- up to a given point.
- This is something which can be used for games as gameplay elements. And I
- don't mean such simple gameplay/distortion elements which just makes you
- blindfolded or tear the colors etc. apart.
- It goes a lil deeper.
- For example. With proper video distortion algorithm you can potentially
- perceive a given gaming environment/world much better. For example, you can
- link the geometric distribution of the environment with a video signal. You
- can send out signals to scan the environment, or receive a signal from a
- source from somewhere, all influencing your vision to a given degree, telling
- you something about the environment while likewise creating a certain
- atmosphere. You can create signal sources in a distance, an enemies which may
- show its presents already by some distortions on your vision. If you close in
- on the enemy the distortions may increase with you having to find ways to
- shield yourself from it. The enemy may throw energy ball towards you which
- could make you blindfolded for a brief second. However, the interesting aspect
- here is that these incoming distortions will break your vision in a continuous
- fashion and will also regain continuously. This will keep you connected with
- the game, scene, situation etc., something which is hard to do with digital
- distortions effects, they pull you out immediately because they set in rather
- harsh and the image loses coherence right at the spot if the effect becomes a
- lil more complicated.
- Things can go so far that you may completely cut any link to video while just
- using the effects in some ways for whatever fits your needs. A game artist may
- completely "abuse" these things using everything just as a tool to create
- something interesting. So it's not tied to video per se. For example, I have
- some ideas to extrapolate these video techniques to 3d. You may have whole
- scenes, objects etc. which may go out-of-sync whatever. Some new playgrounds.
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