Editorials -
Timing the T-Buffer
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Thursday, August 19, 1999
- David Filip
Hi everyone! I'm David Filip,
the new guy at Guru3D who'll keep you updated with weekly editorials
on video game news, trends, and current events. That's about as
much hooplah as anyone needs for an intro, especially since the
article itself deals with promotion issues already.
I'm sure you've read all the hype
from 3dfx about their new proprietary T-Buffer technology. They
said it would enable hardware acceleration for five important special
effects (Depth of Field Blur, Motion Blur, Soft Shadows, Soft
Reflections and Full-Scene Anti-Aliasing) that will take 3D games
another step toward the visuals we've come to expect from prerendered
cut-scenes. Although this statement is technically true, you may
not be impressed with the T-Buffer's effects on your gaming
experience.
The first and most obvious signs that
the T-Buffer is better suited to a cinematic cutscene than a game are
the two blurring effects. Depth of Field Blur works just like a
camera lens that blurs the foreground while focusing on a distant
object, and then blurs the distance when shifting to view a nearer
object.
Motion Blur simulates the effect of
objects that move too quickly to be caught by the human eye or a
camera. To achieve this effect, the T-Buffer overlays several
duplicates of the speedy object in many degrees of transparency.
Try going into your Windows Control Panel/Mouse/Motion and click
"Show pointer trails" for a preview of the effect. You
won't get the transparencies, but you'll see a basic idea of what to
expect, and you can use your own judgment to decide how excited you
should be about it.
Soft Shadows and Soft Reflections
help to make shadows and reflections of light fade gradually and
naturally from their edges. Full-Scene Anti-Aliasing will enable
the T-Buffer to smooth out jagged polygonal edges, making objects that
once had the effect of "stairstepped" diagonal lines and
curves seem much smoother. Best of all, this will enhance the
quality of older games since it can work with all Glide, Direct3D and
OpenGL titles.
All of the effects above will look
excellent for in-engine cutscenes and location clues that show up in
the Tomb Raider games. I'm certain that developers will find
great unintended uses for them too (I bet the blur effects will be
great for ghostly encounters and simulated acid trips), but I feel
3dfx had a different reason for letting us know about the technology
when they did.
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