The impact of hyper-realistic, photorealistic and non-photorealistic textures on video games
|Topics:||Video Game, Artificial Intelligence, Innovation, Virtual Reality|
Photo textures play a significant role on how a video game is perceived by the user. In the recent past, there has been tremendous development in the way in which images are created and portrayed like hyper-realistic, photorealistic and non-photorealistic textures among others. The various textures are geared towards enhancing the pleasure obtained from playing the game by the users.
With the advent of technological advancement, there has been significant increase in the use of photorealistic images in developing games. These has a huge impact on the nature of the games and how they are perceived by the players (Navneet, et al 2016, p2). FIFA is the most advanced in the use of photorealistic textures. In fact in addition to fact that it brings a feel of the actual stadium and players, it displays varying moods form both the players, referee and the audience. Hence bring a natural feel of the game. FIFA uses consistent textures hence bringing a feel a feel of real football when one is plying the game.
The use of photorealism has a huge impact on the psychology of the players. For instance, FIFA uses the actual images of the prominent players in various international teams hence giving a feeling of realism among the game players. At the same time, it brings about excitement as one uses images of their favorite players or teams (Magdics, et al. 2013 p2). Concisely, the use of photorealism in the development of games is mind-blowing and has significantly promoted the games industry and has had a huge impact on the level of excitement and contentment of the users.
- Dalal, Navneet, et al. “Photorealistic recommendation of clothing and apparel based on detected web browser input and content tag analysis.” U.S. Patent No. 9,639,880. 2 May 2017.
- Magdics, Milán, et al. “Post-processing NPR effects for video games: a case study.” Poster at Expressive 2013 Conference. 2013.
Offered for reference purposes only.