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Apr 11th, 2016
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  1. Many games do already use some sort of video, aperture etc. effects. Screen
  2. shakes are often coupled with heavy mis-convergence huge sudden chromatic
  3. aberration. There are also quite a lot of screen tearing effects. But many of
  4. these are either very digital (discontinuous) or way too smooth. As a result,
  5. such effects are usually not used for gameplay elements. They are mainly an
  6. overlay that should indicate some status (got hit etc.), but they have no say
  7. in any gameplay. It's difficult to build screen effects that break up your
  8. screen smoothly yet aren't trivial/boring (like a sine/wobble or similar). So
  9. the question is; how to build screen effects that tear your screen in such a
  10. way that you can still follow the action on the screen even while the screen
  11. gets heavily distorted?
  12.  
  13. This question, phrased the other way around, i.e. "how do keep image
  14. perception alive on a CRT while the video signal undergoes some heavy
  15. distortions?", was one of the major questions once television was introduced.
  16. In the earlier days of television (around the time of the Brit. 405 lines
  17. system) there were no compensation to counter many of the potential
  18. distortion. If the signal was weak, the image teared away in a sudden.
  19. However, this situation was remedied by introducing more and more
  20. sophisticated and clever analog circuitry to stabilize the signal and
  21. circuits. Many of these circuits are so complex that you can't even compute
  22. them fully in closed-form, because many components do have a non-linear
  23. voltage-to-current relation making the whole system non-linear. The
  24. engineering solution to this problem is to linearize this relation around
  25. a given point known as the quiescent point (Q-point, bias point, operating
  26. point). Analog systems are usually build around these points.
  27.  
  28. Now the interesting part (contrary do digital systems) is, that these systems
  29. do operated in a certain range. The linearization process needs a certain
  30. finite (small) interval in which you can operate the system. Within this
  31. interval the system behaves as expected. The non-linearties, when operating
  32. within this interval, are usually very small. However, if you start to leave
  33. this interval then the non-linearities will rise and as such the dynamics of
  34. the system will rise as well influencing other components in the same system
  35. usually producing what's known as non-linear distortion. But the interesting
  36. fact is that these distortions aren't produced all of a sudden, there is a
  37. continuous range and many analog systems are build in such a way that they can
  38. stand these distortions for awhile (overdrive, headroom). They don't break-up
  39. suddenly. It's a continuous process with the dynamics governed by the non-
  40. linearities of the system.
  41.  
  42. This is something engineers did for ages, building stable analog circuits
  43. around the quiescent point while estimating the non-linear behavior further
  44. away from it.
  45.  
  46. For video/television everything was done to build stabilizing systems which
  47. won't break-up all of a sudden if you slightly leave the operating region
  48. (with a bad signal for example). The effect of all those systems is that the
  49. image quality holds up tied even while the video signal undergoes some heavy
  50. distortions for some brief moments. For example, today, you can loose the H-
  51. sync pulses for a couple of lines with virtually no effects seen on the
  52. screen. Even if the sync pulses are missing for longer, or come-in in an
  53. infrequent fashion, the image on the screen won't tear away all of a sudden.
  54. It smoothly starts to degrade. The phase-looked-loops (PLL, a flywheel
  55. mechanism) tries its best to sync the internal oscillator with these
  56. infrequent pulses.
  57.  
  58. It was a real achievement in getting a stable picture on the screen from a
  59. very weak signal out of analog technology. There is some real ingenuity
  60. applied here.
  61.  
  62. End of story is that you get some very interesting (non-boring) image
  63. distortions with you still being able to discern/tracking the image's content
  64. up to a given point.
  65.  
  66. This is something which can be used for games as gameplay elements. And I
  67. don't mean such simple gameplay/distortion elements which just makes you
  68. blindfolded or tear the colors etc. apart.
  69.  
  70. It goes a lil deeper.
  71.  
  72. For example. With proper video distortion algorithm you can potentially
  73. perceive a given gaming environment/world much better. For example, you can
  74. link the geometric distribution of the environment with a video signal. You
  75. can send out signals to scan the environment, or receive a signal from a
  76. source from somewhere, all influencing your vision to a given degree, telling
  77. you something about the environment while likewise creating a certain
  78. atmosphere. You can create signal sources in a distance, an enemies which may
  79. show its presents already by some distortions on your vision. If you close in
  80. on the enemy the distortions may increase with you having to find ways to
  81. shield yourself from it. The enemy may throw energy ball towards you which
  82. could make you blindfolded for a brief second. However, the interesting aspect
  83. here is that these incoming distortions will break your vision in a continuous
  84. fashion and will also regain continuously. This will keep you connected with
  85. the game, scene, situation etc., something which is hard to do with digital
  86. distortions effects, they pull you out immediately because they set in rather
  87. harsh and the image loses coherence right at the spot if the effect becomes a
  88. lil more complicated.
  89.  
  90. Things can go so far that you may completely cut any link to video while just
  91. using the effects in some ways for whatever fits your needs. A game artist may
  92. completely "abuse" these things using everything just as a tool to create
  93. something interesting. So it's not tied to video per se. For example, I have
  94. some ideas to extrapolate these video techniques to 3d. You may have whole
  95. scenes, objects etc. which may go out-of-sync whatever. Some new playgrounds.
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