View Full Version : Future Computing & Gaming Graphics

04-15-2009, 12:01 AM
Thought this might be a great topic to have, hearing about new technology that we might look forward to in the future, what ever that might be, but including graphics, hardware, etc. related to gaming...

Half Life 3 Speculation - Graphics (or for that matter any game)


04-15-2009, 12:06 AM
Realistic moving fabric and clothing...

From http://www.havok.com/content/view/681/53/

Havok Cloth Tears Up 2009 Game Developers Conference
Recent Havok Release Gaining Significant Developer Momentum;

Showcased at Havok Exposuite #154, West Hall March 25-27

Game Developers Conference, San Francisco, CA (March 25, 2009) – Havok™, the premier provider of interactive software and services to digital creators in the games and movie industries, today revealed that recent widespread adoption of Havok Cloth by developers has made it the fastest-selling Havok product to date.

At GDC, Havok is showcasing industry-changing technical breakthroughs in real-time clothing simulation, marking the first time that movie-quality cloth has been seen on in-game characters. The ease of integration of the product is highlighted by the fact that the first games to feature Havok Cloth are launching in Spring 2009. Information and a demo is available at the company's web site at www.havok.com/gdc09cloth .

Havok Cloth is a platform-optimized run-time SDK and toolset that significantly increases the realism of game characters and environments by enabling character designers to add true-to-life, physically-based motion to garments, environmental objects and other deformable items like hair, bellies or tails. Havok Cloth also minimizes the time that artists spend on animating the behavior of character garments and environmental cloth in games.

A growing number of developers have praised Havok Cloth for its superior cross-platform performance and high-quality results.

Colin Mack, THQ General Manager Wrestling & Fighting Games said, “When developing UFC 2009 Undisputed we needed a cloth simulation solution that matched the unprecedented realism of our characters models, animations and fighting simulation - traditional cloth animation methods wouldn’t cut it. We evaluated Havok Cloth and were extremely impressed by the quality and stability of the results and the outstanding performance on our target platforms, PLAYSTATION®3 and Xbox 360™.”

He adds, “The modular design of Havok Cloth enabled us to get the technology successfully integrated quickly and easily. Havok’s technical support was excellent, and the highly intuitive and powerful art tools allow artists to quickly generate and visualize high quality cloth assets. Our overall experience with Havok Cloth on UFC 2009 Undisputed has been very positive so we intend to use Havok Cloth even more extensively in THQ’s upcoming fighting titles.”

Released in March 2008, Havok Cloth was created to give artists dramatically increased control in the design process, resulting in more engaging and believable characters and a more realistic interactive experience for gamers. Havok Cloth is built on Havok’s award-winning modular suite of run-time technology and artists tools and features out-of-the-box integration with Havok Physics™, Havok Animation™ and Havok Behavior™ as well as into existing internal architectures.

“Havok Cloth’s rapid and broad adoption by game developers is testament to Havok’s dedication to being the complete solutions provider for the gaming industry,” said David O’Meara, Managing Director of Havok. “Havok’s industry-dominating software and tools are considered the gold standard with Havok Physics being prevalent in six times as many games sold in the US market as our closest competitor. Havok will continue to build support as developers experience the company’s unsurpassed strength in technical leadership, customer service and high-quality product.”

About Havok
Havok, an Intel company, was founded in Dublin, Ireland in 1998, and is the premier provider of interactive software and services for digital media creators in the games and movie industries. Havok works in partnership with the world’s best known game developers, including: Sony, Nintendo, Microsoft, EA, Ubisoft and Pandemic Studios. Havok’s cross-platform, professionally supported technology is available for the Xbox 360™ video game and entertainment system, PLAYSTATION®3 computer entertainment system, PlayStation®2, PSP®, Wii™, and PC Games for Windows. Havok’s combination of superior technology and dedication to delivering for its customers has led to the company’s technology being used in more than 200 of the world’s best known game titles, including: BioShock, Halo 3, and Age of Empires III. Havok products have been used to drive special effects in movies such as Quantum of Solace, Harry Potter and The Order of The Phoenix, and The Matrix. Havok has offices in Dublin, San Francisco, San Antonio, Calcutta, Munich, and Tokyo. For more information on Havok, visit www.havok.com.

US Media inquiries please contact:
Double Forte for Havok
Michelle Curran; Susan Kramer
415/848-8120; 415/848-8113
mcurran@double-forte.com ; skramer@double-forte.com .

04-15-2009, 12:17 AM
Intel's Integrated Graphics Processors

That's right, the future of your computer might be able to do without a separate graphics card with Intel Integrated Graphics processors.

While a separate graphics card will probably still give you better quality, by the end of summer 2009 Intel will be showcasing it's next generation of processors.

Learn more here: http://software.intel.com/en-us/videos/hellgate-london-on-intel-integrated-graphics-card/

04-15-2009, 12:33 AM

Intel Next-Gen Processors


New architecture destined for desktops
Gamers who prefer to stick with the classic desktop form factor are in for a treat. Intel® Core™ i7 processors designed around a new micro-architecture, codenamed Nehalem, will begin appearing in desktop PCs before the end of the year. The new processors feature Intel® Hyper-Threading technology, which makes the quad-core processors capable of simultaneously processing eight threads.

Nehalem-based microprocessors automatically adjust to single- or dual-core applications by engaging a turbo mode. In the event that not all four cores are used, the clock rate of the active cores increases without ever exceeding the maximum permitted power consumption and temperature. The cores also switch on or off as required, via power gates, thus saving energy and optimising each individual application.

It’s time to start thinking about a serious upgrade.

Read more at Intel HERE (http://www.intel.com/technology/architecture-silicon/next-gen/index.htm?cid=emea:ggl|nehalem_uk_brand|u4C5676|s)


Laptops get extreme quad-core treatment
Once the preserve of the overpaid executive, laptops are increasingly the form factor of choice, even among gamers. The difference between the gamer and the executive is that the executive doesn’t need his laptop processor to model increasingly realistic physics, artificial intelligence and procedural animation. The gamer does. To meet that demand, Intel is rolling out the Intel® Core™2 Extreme Quad-Core Mobile Processor.

This amazing processor clocks in at 2.53GHz off the shelf (but there is nothing to stop you from over-clocking it, if you think you really need to). The cores share a whopping 12MB L2 cache and communicate with the rest of your system over a 1066MHz front side bus.

All that clout will come in handy. Thanks to Intel’s collaboration with EA, THQ, Activision and Capcom among others, an increasing number of games are optimised for multi-core.

Read more at Intel HERE (http://www.intel.com/products/processor/core2xe/mobile/)

04-15-2009, 01:41 AM
Breaking News...

No more keyboard... who needs it with the one click Apple Wheel?




09-19-2009, 11:56 AM
CryEngine 3 is here now... pretty awesome (repost from somewhere on this site)



03-30-2010, 05:03 PM
very good examples compared to the games we play now, like ArmA2, Crysis...

Unlimited Detail Further Description Part 1 (http://www.youtube.com/watch?v=THaam5mwIR8#ws)

Unlimited Detail Technology (http://www.youtube.com/watch?v=Q-ATtrImCx4#)

Unlimited Detail

Part 2 is here !

Edit: Seeing as this video has gained a fair amount of interest, I'll post a quick description of how it works here... This description can be found on their site, via the link above.

How does it work?

If you have a background in the industry you know the above pictures are impossible. A computer cant have unlimited power and it cant process unlimited point cloud data because every time you process a point it must take up some processor time. But I assure you, it's real and it all works.

Unlimited Details method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are Ray tracing polygons and point cloud/voxels, they all have strengths and weaknesses. Polygons runs fast but has poor geometry, Ray-trace and voxels have perfect geometry but run very slowly.

Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the SEARCH tool and typed in a word like MONEY the search tool quickly searches for every place that word appeared in the document. Google and Yahoo are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesnt touch any unneeded points, all it wants is 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call MASS CONNECTED PROCESSING. Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.

The result is a perfect pure bug free 3D engine that gives Unlimited Geometry running super fast, and it's all done in software.

Speaking of future stuff, check out 3D space, naturally (let this Japanese site load and the 3D content as well).

03-31-2010, 06:40 PM
I have to admit that the little Nintendo system at the Japanese site is amazing.

It will be interesting to see where they go with it.

03-31-2010, 08:01 PM
it's kind of like looking into a little box with a miniature model inside.

I think the big news is the Unlimited Detail, that, in the right hands could be simply amazing. Combined with 3D drawings they're creating of historical buildings it would be totally impressive just to walk around as if in the real world, down to the scratch on a wall as if in real life.

08-22-2010, 04:25 PM
We're becoming more aware of sites that discuss all things related to gaming and want to share them in this post. If you find sources of info please post them anywhere at HackHunters and we'll repost them here. Thanks.

Wolfire Blog


Real talk about the making and planning of games... the stuff you should consider, including talk about new merging technologies. -greenbean.

Welcome to the Wolfire Blog! This is where we keep everyone up to date on our progress on Overgrowth and other new stuff. Be sure to subscribe to get the latest news! Also, be sure to check out the forums for even more up to date news - or get on IRC for up to the second updates.

Hobby Game Dev
Game Making Notes by Chris Deleon


Welcome to HobbyGameDev!

This is where you’ll find a heap of writing on hobby videogame development – how to get started, developer interviews, hobby project retrospectives, and more – from Chris DeLeon. New here? Check out the Digests. For notification of updates, subscribe for e-mail digests or RSS!

The Witness

A diary of the development of a game.

New York GameDev

Short, frizzy haired game designer from New York with delusions of grandeur and an awesome coat. Founded Wadjet Eye Games in 2006 and has written a few games including the award-winning Shivah, the Blackwell series, and Emerald City Confidential. Most of these were programmed from cafes in and around New York.

cliff Ski


Cliff harris is a 38 year old Game Designer and programmer from the UK. In previous lives, he worked as a Boat-Builder (yes really), a guitar teacher and on stock market trading floors, where he got shouted at by city traders. He also worked as a game programmer for Elixir Studios, and then as an AI programmer at Lionhead where he worked on ‘The Movies’. For the last few years, he has worked from home for his own one man company – Positech Games, making quirky and original strategy and simulation games.

Cliff has two cats, and collects sci-fi weapons, as well as attempting piano playing and archery. He rants a lot about video game piracy.

Coding for Games

Beginning Game Development Series
Beginning Game Development Part 1 - Introduction
Beginning Game Development Part II - Introduction to DirectX
Beginning Game Development: Part III - DirectX II
Beginning Game Development: Part IV - DirectInput
Beginning Game Development: Part V - Adding Units
Beginning Game Development: Part VI - Lights, Materials and Terrain
Beginning Game Development: Part VII –Terrain and Collision Detection
Beginning Game Development: Part VIII - DirectSound
Beginning Game Development: Part VIII - DirectSound II
Beginning Game Development: Part VIII - DirectSound III

Pre Existing Game Engines

Of course you shouldn't forget that you can always develop your game around a pre existing game engine, like Crytek's Sandbox Engine and a host of others... just pick your favorite game and find out what engine it's using, find out where you can get those files and start building,

01-06-2011, 11:42 PM
Could eye movement control where our guns are pointed?

Eye Control Gaming at CES 2011 (http://www.youtube.com/watch?v=N52jDyWtoQQ#ws)

01-07-2011, 04:33 PM
probebly ******* echausting game when u are drunk.

01-07-2011, 08:39 PM

here, follow this eye control: :D


Gaming Keyboard, shows promise for the future but lacks a mouse or other control device.

Razer Switchblade™ - A Revolution in PC Gaming (http://www.youtube.com/watch?v=UiQ0AnlfBu4#ws)

05-31-2011, 11:54 PM
wonder if future gaming maps will be this detailed...

Autodesk Labs: Project Photofly 2.0 Hovenweep Ruin (http://www.youtube.com/watch?v=98ARlW7cOSc#ws)

08-12-2011, 09:16 PM
A10C-Warthog Cockpit using Warpalizer with a curved Herculean Screen! (http://www.youtube.com/watch?v=HWm9PtzWvko#ws)

A10C-Warthog on a 4'x12' curved hurculean screen using two 1080p projectors @3860x1080 resolution. Warpalizer allows you to use blend multiple projectors together for one large seamless image! For purchasing warpalizer please visit http://www.univisual.se/warpalizer/ or contact Robert@univisual.se and use code "007," to receive a generous discount. Please contact Andrew at HerculeanScreens@Gmail.com if you have any other questions.

Also obviously using trackir.

02-19-2012, 03:20 PM
Game Preview (animation)

Here's a preview of FarCry3, but it is NOT in game footage. Still, when games become this incredible to experience you know the rest of the world's population will experience their movies this way.

Warning: Strong Language and Mature Content.

Pegi 18+
Platforms: PC, PS3, xBox360
Developer: Ubisoft
Release Date: September 6, 2012
Official Website: www.farcrygame.com


What else is going on....

New 3d Goggles, that is too cool. It appears that this headset will acknowledge your hand placment in front of the goggles in order to select items...


The SmartGoggles technology enables all of the buzzwords/themes of the future of gaming: mobile, motion capture, 3D, immersive, augmented reality and more. It can also leverage the work being done with cloud based games and 4G networks. Imagine users of SmartGoggles playing a cloud based, augmented reality game in a mall with several friends. This is all possible. And, for serious gamers the interactivity, 360 immersion and non-tethered features will bring a whole new realism to the gaming experience."


Comments: Look at these Sony HMZ-T1 goggles. 3D - screen and you can play all games in HD on all consoles and PC

02-20-2012, 02:45 PM
I am excited to get the game!

03-30-2012, 01:25 PM
This is it, what the future of gaming will be like, in your recreation room :)