Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Oct 16, 2014

Unrealism: Sexism in Video Games

It’s actually a two-way street

 

So, there’s this recent headline about a feminist getting death threats and cancelling her lecture about sexism in videogames over in Utah – Anita Sarkeesian to be precise. I have mixed feelings about this, and (well) feminism in general.

 

By no means do I believe it is appropriate for people to be sending death threats like that, but on the other side of the coin her views are pretty standard in the whole fair of “Women are unfairly portrayed in hyper-sexualized context” thinking as is common among a lot of feminists. While I absolutely disagree with her train of thought, I wouldn’t go so far as to condone death threats.

 

So... what exactly is my take on the topic overall (you may ask)? It’s simple, actually. Sexism in video games is a two way street, setting unrealistic expectations upon both female and male characters for the sake of a fantasy storyline.

 

 

sam-fisher

 

What we seem to forget here is that we’re dealing with stereotypes and not really sexism. When we look at just one side of the coin, it looks a lot like sexism but the moment we pull both sides of the discussion together it ceases and instead just becomes a discussion about stereotypes.

 

As a conversation unfolded between myself and Diana Artazzi over on Youtube (she’s an ASMR artist), I was introduced to a book called The Myth of Male Power (for which I’ve been reading). She believes (much like I do) that the notion of this one sided disempowerment and burden is a fictional construct at best used by feminists to justify the “poor us” attitude.

 

Yes, women are disproportionately hyper-sexualized in video games. That much I am going to agree on. But in the same notion, so are men.

 

Now, I don’t mean that to be taken as guys are running around in little more than a g-string with massive bulges... but what it means is that in society there are two sides to this sexism, and the male side is rarely discussed in the realm of this ludicrous fantasy scenario.

 

If we begin from the basis of the stereotypical expectation of male and female, this makes a lot more sense than crying foul about sexism and unfairness.

 

Men are just as bad off in our portrayal in video games, but for different reasons. After all, we are predominantly portrayed as the hero, we are usually portrayed as the resident bad-ass that is ‘roided up looking like a seven foot tall super-hero with huge shoulders and dripping with testosterone and machismo.

 

In that notion, we’re usually portrayed as the bad-ass killing machine with no remorse. The total, unequivocal Alpha Male stereotype (HOO RA!).

 

And you know what, ladies? That’s sexist, too.

 

It isn’t meant to be based in reality.

 

What videos games do is simply take those stereotypes and inflate them into the atmosphere for a fantasy story and escapism. Where all the men are strong, broad shouldered, and dependable. The sort of testosterone ridden guy that would wrestle a bear and win to save the damsel in distress who happens to look like a porn-star.

 

I think this can be best illustrated by our choices in Second Life and virtual worlds in general. Predominantly (and as witnessed by your average visit to Wet Willy’s), women portray themselves as that porn-star Barbie and guys predominantly run around with the 7 foot Wolfen McAwesome avatar.

 

You know what I’m talking about.

 

The long hair, no shirt, tattoos... wearing leather pants.

 

And the ladies mostly run around in perfect little porn-star avatars and slutty outfits for their man (and for themselves).

 

What these two extremes in perception illustrate are societal ideals based on the illusion of perfection.

 

If society did not believe that these were the ideals of perfection (even if based on fantasy), then the entire adult entertainment industry would cease to exist.

 

The basic take-away then is simply:

 

Hyper-feminine ideals also have a counterpart in Hyper-masculine portrayals.

 

 

tera-armor-is-ridiculous

 

There is also that caveat that a lot of women players actually play male characters while a lot of men play female characters.

 

Which pretty much puts a hell of a lot into perspective.

 

Then there is the other caveat that most people like to overlook, in that what a woman defines as sexy and appealing in a man is just as idealized as what a man thinks is ideal with a woman. Being men and women, we do think very differently on those ideals (a lot of the time).

 

Although it is the perception of that testosterone manliness that is the stereotype appeal to women, while it is the sexualized estrogen bender that appeals to men.

 

Let’s face it... guys like tits and ass. You already knew this... that’s why the adult entertainment industry exists and thrives. Women like their ripped and powerful men as well. Both are stereotypical and idealized portrayals of the opposite sex as appealing to the other (woman –> men and men –> women).

 

In the bigger picture, yes the one above of Tera Armor, the realization is that the more “powerful” one is perceived in the idealized universe, the more those traits are either hyper-feminine or made hyper-masculine to exaggerate it.

 

 

  • If you’re a guy, you get the hyper-masculine exaggeration until you’re effectively a cross between MacGuyver, Terry Crews and your armor looks like a Mobile Suit Gundam. Exaggeration of total safety, masculinity, smart, rugged, insane proportions of a man’s man.

 

  • If you’re a girl, you get the hyper-feminine exaggeration. You get prettier, more seductive, more girly and feminine. You get hyper sexualized as the exaggeration.

 

 

And then we will always hear some women saying “I don’t find that sexy nor do I objectify guys who are like that”

 

Which is usually total bullshit. Like women saying they don’t watch pornography or own sex toys. It’s just something they say to sound like they are morally righteous while on a soapbox.

 


 

I’m still not Misogynistic

 

Whenever I hear the argument from the feminists about sexism in video games, and how women are unfairly portrayed in them... I like to counter with the sexism of hyper-masculinity to balance the conversation. Because it is then that we realize that most of this griping is about stereotypes and not really sexism.

 

It would be sexism if it only was about women or if it was only about men. But since it is about both being unrealistically portrayed, it is simply catering to stereotypes in a fictional/fantasy setting.

 

Here’s an example: Whenever I play a fighting game like Street Fighter, I almost always choose a female character as my favorite. While it is true they are usually hyper-sexualized (and so are the guys), it is because a female character in a fighting game is usually weaker but faster/nimble. This is where the stereotype of women being the fairer sex gets overblown because where they lack in one area they make up in another quite readily.

 

 

Street-Fighter-Chun-Li-Game

 

Dexterity and speed vs raw strength.

 

Now, what do I mean about guys being hyper-sexualized when clearly they aren’t all running around in loin cloths and war paint, right? Well that’s the root of the matter in a nutshell when we’re dealing with the perception of stereotypes in a fantasy setting. What we are really addressing (and noticing) is less about sexism and more about the exaggeration of stereotypical features and traits for a more “ideal” person – whether that is female of male.

 

Women are beautiful, which is why the Goddess of Love wasn’t Hades.

 

So that’s a trait that goes into the mix as “exaggerated” in order to appeal to that ideal of perfection. In much the same way that a male character would be exaggerated as being super macho and muscular to symbolize strength and power.

 

But of course, we then talk about how women aren’t portrayed as strong and powerful in video games... but that’s not entirely the point here because we’re dealing with exaggeration of perceptual traits of ideals and stereotypes.

 

When it comes to feminism, more often than not it is a hypocrisy at best (in my opinion).

 

It is an attitude of empowerment (good for you) until such a point when the responsibility of that empowerment and equality comes up, in which case a majority of feminists will suddenly want to be treated as the lesser of the duality for their own benefit.

 

Let’s say you’re on a date, ladies. Who is paying?

 

More often than not it’s the guy.

 

Sure a woman could pay for that date, but she would think lesser of the man for having to do so and she wouldn’t be likely to continue dating “the moocher”. We hear it a lot out of women... they want a strong, independent man that knows how to treat their woman (blah blah). But the moment this sexism in video games comes up... now they want the empowerment and so on.

 

Where were those feminists when we said “Check, please.”

 

So yes, men have those hyper-masculine properties and stupid expectations put upon them in society as well because they represent what is a turn on to women in general (straight women).

 

Ultimately, video games are business and it’s about making money. So all of this sexism (on both sides) are playing into our illusion of perfection and expectation.

 

So what happens when we aren’t playing into that male power fantasy? Well we end up with games such as Lester The Unlikely, which turned out to be such a horrible game that The Angry Video Game Nerd did an episode about it. Clearly that game didn’t make much money.

 

 

 

But what about powerful female protagonists? Let’s say Samus Aran from Metroid.

 

Well, that’s only a partial female empowerment when you think about it. Because of those stereotypes about male hyper-masculinity and female hyper-feminism, Metroid offers us the duality whereby Samus Aran herself is a curvy and sexy blonde in a blue body suit and the power comes from the suit itself which plays into the male hyper-masculinity. Even with Samus Aran, she isn’t a powerful female protagonist without relying on the male stereotype to boost her.

 

So we’re pretty much screwed when it comes to this sexism issue.

 

Sexism is more or less playing into the stereotypes and perception of male and female strengths and weaknesses exaggerated. A woman, for example, is perceived to be the pretty one and so a video game (and other media) would exaggerate that trait. A guy is perceived as the testosterone beefcake bad-ass, and again we exaggerate those perceptual qualities for our “fantasy” and escapism.

 

But there actually are plenty of games whereby a female protagonist is front and center, but we don’t usually bring those into the discussion. The reason we do not bring it into the discussion is because that would just go ahead and bitch slap our feminist argument into submission... about 999 times.

 


 

Counter-point

 

Ok, so there is a much used counter-point to all of this in that the male power fantasy is an ideal and not sexism. Whereby the female reduction to ideal perfection and weakness is not ideal.

 

Effectively, every guy wants to be the bad-ass and no woman wants to be the tits and ass sex toy.

 

I suppose this almost makes sense unless you were to ask exactly why those traits were the ideal for men. I mean... I have no interest in becoming Captain Bad-Ass and jacked up on testosterone...

 

And a video game character is really only as clever as the player behind it, so if Captain bad-Ass is honorable, stupidly brave against all odds, and super powerful... well it is merely the result of expectation of ideals. We actually are reduced to an object of desire in that form – the stereotypical beefcake bad-boy.

 

It goes back to fairy tales where the guy is supposed to be all kinds of heroic, chivalrous, strong, and so on... for the damsel in distress. But of course damsels aren’t usually in distress these days and women (sometimes) can hold their own in a similar situation.

 

But in real life, most women actually don’t.

 

That’s reality in a nutshell. For every woman that takes karate classes and can kick the living shit out of a guy in a bar fight, there are a thousand more who carry pepper spray in their purse and won’t go out at night for fear of being victimized.

 

So it’s a strange sort of doublethink we have as society.

 

Cause let’s face it... not every guy is the alpha male and not every female is just a pair of tits and ass looking to play house.

 

I think honesty, intelligence, valiance and all those things are qualities for both male and females. But I also think men and women can achieve them in their own way that isn’t trying to be the other. For instance, female empowerment doesn’t come from trying to be more like guys any more than male empowerment comes from being metrosexual and like those bishonen boys in video games.

 

Yes, we seem to have left out that entire massive section of video games in this male/female hyper-feminism and hyper-masculine consversation, which is pretty much why we don’t see much in the way of talking about male dis-empowerment in video games. Because it’s alright for a woman to be the damsel, but not the guy.

 

Which in and of itself is a ridiculous premise (both ways).

 

We could say there are a ton of guys in the games industry and so hyper-sexualization and idealism kicks in... but then I have to ask – why aren’t women taking the initiative to be game programmers?

 

Why aren’t women taking the initiative at all, but instead talking about it nonstop?

 

We point out the problem but aren’t seemingly doing anything to actually solve it.

 

The hell are you waiting for, ladies? Some guy to come along and save you from the objectification and disempowerment?

 

Yeah, that was sorta a low blow there and it was on purpose.

 

If a guy is somehow disempowered, and we complain about it... we’re told to quit bitching and do something about it. Overweight? Get to the gym. Assert yourself. Take responsibility. Be strong. Be all these amazing qualities to become a Spartan Warrior and ...

 

Ok, you get the point.

 

Women who are objectified in video games are just as often deadly as well. Where a guy would be a beefcake bad-ass, a woman isn’t typically a beefcake and so the natural body is exaggerated traits just the same.

 

The bottom line is, both are usually representations of stereotypical ideal traits that both men and women lust after and find highly appealing.

 

The alpha-male stereotype and the porn-star barbie stereotype.

 

I’ve seen a lot of women say stuff like “No, I don’t find that sort of guy attra-“ and then I cut them off because their lies make my ears bleed.

 

It’s just as asinine for a woman to say the stereotypical alpha male isn’t attractive to them as it is for a guy to say that the hyper-sexualized woman isn’t attractive to him. Effectively we’re lying through our teeth whenever we pretend this isn’t true.

 

Go ask all of the nice-guys that got put into the friendzone about this one...

 

Go ask all the overweight women that got blown off just the same because a porn-barbie walked in and they stopped existing.

 

 

Testosterone = Male Power Fantasy

 

Estrogen = Female Beauty Fantasy

 

Welcome to reality.

 

 

That doesn’t mean women aren’t cunning, intelligent, brave, and so forth... and by god they absolutely should be. Hell, they should even be strong. But not looking like He-Man.

 

I think characters like Lara Croft do this sort of thing justice. And of course, a lot of people will still complain that Lara Croft is still made to be pretty...

 

Ok, then just go the full length. Because at this point what women are complaining about is a woman who happens to have a pair of tits and a nice ass. You’re reaching a point of self-loathing here when we get down to it. That “She looks pretty and I don’t and how come guys objectify women like that?”

 

The same reason women lust after G-Money and his swagalicious 12 pack abs at the club.

 

Duh.

 


 

One Point for Gryffindor

 

Jeez, I can’t even properly counter-point any of this. I really am trying though...

 

sighs

 

Ok, the thing about all of this is that most people try to separate the idealization of men in video games (power fantasy) from the sexualization of them. That in a nutshell is the problem because those same assets of men are what make them inherently sexy, and throough exaggerating those traits and qualities it is the same as making a scantily clad female character with a Barbie body and huge tits. Those are traits which make a woman immediately desirable to men.

 

It’s just how each is perceived and what makes them sexy in the looks/attractiveness department. It is the stereotypical guy and stereotypical woman. Those are the traits associated with either and both are exaggerated.

 

Looking back into Second Life, and blatantly given a choice in the matter for both men and women, we see predominantly that they choose the ideal and sexualized nature of men and women as self-representation.

 

Which pretty much negates the whole feminist argument there when a majority of women voluntarily choose the idealized version over the realistic one.

 

Guys do that too...

 

It’s what we try to aspire to... because society (that’s all of us) still believes it to be true no matter how much doublethink we try to throw in there.

 

To say – Oh, no... see, that’s just a power fantasy thing and an ideal... women aren’t objectifying men by saying those are ideals... but guys imagining the ideal woman is objectifying them and it’s sexist...

 

That’s more or less what hypocrisy looks like. A double standard.

 

But we don’t see guys in video games running around in banana hammocks and g-strings!

 

 

borat-at-the-beach

 

But I digress and it’s early in the morning. I’m sure this is a topic that will rage on for years to come until guys no longer like skinny porn barbies and women no longer like a man with rugged good looks and well built physique.

 

 


May 16, 2012

Euclideon Dreams

Give me something to believe in: Is #Euclideon Unlimited Detail a hoax?

 

 


 

Elephants

 


 

Every revolutionary idea seems to evoke three stages of reaction. They may be summed up by the phrases:

 

  1. It's completely impossible.
  2. It's possible, but it's not worth doing.
  3. I said it was a good idea all along.

- Arthur C. Clarke

 


 

Where to begin?

 

Recently I made a post on Google+ about the future of graphics technology, citing both the Outerra and the upcoming Euclideon Engine. In some regard, they both represent an interesting crossroads in the industry where one company (Outerra) is using the polygon methodology mixed with procedural systems, while Euclideon is using a variant of a voxel based system with procedural methodologies. What transpired was a really interesting debate between myself and one of the staff from Outerra (Brano Kemen) who falls somewhere between the first and second category of debate as listed above from Arthur C. Clarke.

 

His insistence that Euclideon was likely just a hoax wasn’t what raised my eyebrow, but instead it was the reasoning he was using. In a typical fashion, he put forth his best arguments against Euclideon from the perspective of a current generation technology programmer.

 

The obvious stance being – Well, this isn’t a new idea and it’s been tried before, but nobody has managed to pull it off like Euclideon claims they have.

 

I’m a little perplexed at this statement because it’s really no different than saying:

 

Thousands of people in the past have tried this and failed, therefore it’s not possible that somebody will come along and succeed.

 

At best, that’s a bit of faulty logic.

 

Generally speaking, if you’re coming at this from the perspective of what you already know in the industry, then the Euclideon engine looks like nothing more than witchcraft and magic. Of course, Arthur C. Clarke also notably commented on this phenomenon as well:

 

 


Any sufficiently advanced technology is indistinguishable from magic.

– Arthur C. Clarke


Past Tense Future

 

I've done a few articles on this blog awhile back concerning the Euclideon engine and what I believed at the time were the general mechanics of the engine which made it so powerful (and unique). For the most part, the more I research into this system and read (or listen) to the details that are made available, the more I am convinced it is not a hoax. If you would like to read the original posts on this subject, feel free to hop over to Quantum Rush and Quantum Rush [Redux] for some perspective.

 

To be fair, the Outerra engine is marvelous in its own right and has definitely earned my respect for what is being accomplished, but in the grand scheme of things, it’s like praising one technology at the height of advancement but knowing it’s a sort of last hurrah! before the sun sets and a new age approaches. I say the same thing about Crytek as well, and even they believe that technology like Euclideon is not a hoax because they tried to import a point-cloud model of a tiger during their research on the Crytek engine.

 

So in the grand scheme of things, at least one company thinks it’s possible and they sure as hell are bigger than Outerra. That being said, Crytek also acknowledged that they didn’t manage to crack the secret recipe for point-cloud data approaches and went with the approach they have now in the Crysis 3 engine.

 


 

outerra_002

Outerra Engine in alpha stages. Ground is procedural, but models are polygon.

 


 

In the beginning, was the Pixel

 

Simply put, the Euclideon engine is not a typical voxel engine. It may use similar foundations from this technology, but that’s about where the similarities end.

 

In order to wrap our heads around the claim of Unlimited Detail, we first start with the idea that your screen only has a certain amount of pixel space. Let’s say this is your screen resolution and go with 1900x1200 as a default resolution (which is mine).

 

Now, the first thing we ask is how many pixels is that on the screen?

 

It’s really a math problem, simple multiplication:

1900 pixels wide by 1200 pixels height.

 

This math problem yields us an answer of:

2,280,000 pixels on screen.

 

We can display photographs on screen at 1900x1200 resolution and that still image looks, well, photorealistic. But in a 3D Engine, photorealistic seems to be a word reserved for rendering farms and a year of processing.

 

In the case of Euclideon, they realized something that I don’t think the rest of the industry realized when dealing with point-cloud data models. Typically we’re loading the entire model into memory and shuffling it around, and that actually does get computationally expensive, but we’re talking about also moving around all the little digital atoms in the model that you can’t see, which is about 90% of the model at any given time.

 

Why exactly are we shuffling around 90% of a model we can’t see? That means we’re wasting 90% of our processing power doing stuff nobody will notice.

 

The obvious question then became:

What can the user actually see?

 


 

pixels-a

 


 

The answer to this is clearly:

They can only see what’s in front of them at any given moment, or whatever pixels are lit up in their resolution.

 

Well, this gives us something interesting to think about. If the pixel space 1900x1200 is the maximum amount of pixels on screen at any moment, then the only thing we need to know from there is what color those pixels are.

 

This is just one half of the equation, though. So we set this thought aside for a moment and ask:

 

How do we figure out what the user can see out of those 2,280,000 pixels on screen?

 


The World of Tiny Little Atoms

 

Point_cloud_city

 

Setting aside the answer of 2,280,000 pixels on screen, we then look to figure out how we deliver only what will satisfy that prior question of what of the models can be seen in that screen space.

 

This is the point where another explanation from Bruce Dell in a recent interview comes to mind where he explains that current systems are pulling the entire book (model) and processing, yet what happens when you index the individual words in the books properly and make them searchable?

 

In a point-cloud model, we’re working with little digital atoms, so the model file itself is comprised of atomistic descriptions. The goal, then is to figure out which of those digital atoms in the model file are visible on screen at any given moment and ignore the rest of the model file.

 

So when you take a model of 500,000 polygons and convert it to the Euclideon point-cloud data format (which for all intents and purposes likely also indexes those points in the file) you end up with a high resolution point-cloud model where every point is indexed for searching. This is where we get the beginning of the second part of our answer for Euclideon and where the typical voxel engines stop.

 

The Euclideon engine is said to work a lot like a search engine, where the only search query is:

 

What pixels on the screen correspond to the point-cloud data in the model files that this user can see?

 

When we do a camera check in-world to see what is in front of the user, the engine likely returns the models it sees, and then the individual points from those files that are visible to the user within the screen space (again, 2,280,000 pixels).

 

Knowing this information, we ask the point-cloud data models up front to return only the points within it that correspond to the pixels on screen. Since the point-cloud models are pre-indexed to begin with, and the points (atoms) inside of it are individually indexed inside the file, only the points in the model that match the search query are returned as an answer to the engine, ignoring the other 90% of the file up front.

 

What we are likely left with then is something like this in the scene:

 


 

Coloured_point_cloud_city_centre

 


 

Clearly this is a good start, but we have quite a lot of empty space in between those pixels that are unanswered from just the points in the model files that are stored. Obviously, we wouldn’t want to store the point-cloud data at absolutely full resolution (because the storage then becomes the issue), so there must be a way to fill in the blanks on this point cloud scene.

 

Luckily for us, we have an answer.

 


Algorithmic Interpolation

 

More or less, the idea of what happens in between the points on the point cloud model are likely left to an algorithmic interpolation sequence. If we have two points and there is space between them, then the algorithm takes the average of the two sides and creates a new point algorithmically generated.

 

This isn’t a new idea, but when applied to something like voxels it gets interesting. The closer you get to the atoms in a voxel display system the more they enlarge and even start generating algorithmic interpolation to fill in the spaces, creating detail where there wasn’t before.

 

This is a common technique in console emulators to upscale 2D sprite art to modern HD screens, so Mario as sprite art can look good when made bigger on your high definition computer screen. One of the more popular algorithms for this 2D Sprite scaling is the hqx algorithm, and is available as part of most current console emulators.

 

In image processing, hqx ("hq" stands for "high quality" and "x" stands for magnification) is one of the pixel art scaling algorithms developed by Maxim Stepin, used in emulators such as Nestopia, bsnes, ZSNES, Snes9x, FCE Ultra and many more. There are 3 hqx filters: hq2x, hq3x, and hq4x, which magnify by factor of 2, 3, and 4 respectively. For other magnification factors, this filter is used with nearest-neighbor scaling.

 


 

 

Image Scaling

 

 


 

Procedural Methods

 

In much the same manner as Outerra makes use of procedural methodologies for their terrain, Euclideon seems to make use of procedural methodologies for a majority of the engine as applied to specialized point-cloud data that is indexed efficiently.

 

It’s like going to Google in order to search for something. Naturally you don’t expect Google to start at the beginning of the Internet and go through everything in a linear manner looking for what you searched for?

 

No, instead Google crawls the Internet and indexes the content which is why when you search for something it skips 90% of the Internet and brings back just what you searched for in a few milliseconds.

 

Therein is the secret for Euclideon. The typical 3D Engine is the equivalent of having to travel from the beginning to the end of the Internet to find what it needs, whereas Euclideon is the equivalent of skipping 90% of it and bringing the results in milliseconds. This, in turn, makes Euclideon a highly optimized graphics engine, and the indexing of the files happens when you’re converting the high resolution polygon models into the Euclideon point-cloud data format (the equivalent of Google crawling the Internet)

 

The former of the two approaches uses up quite a lot of processing power with computation that is wasted because 90% of what it’s dealing with can’t be seen by the user to begin with, while Euclideon frees up that computation for other things.

 

Under the traditional methodologies today, the graphics cards are just sufficient enough to handle the polygon detail and all the computations, but under the Euclideon methodology, that same graphics card suddenly has nothing to do and is vastly overpowered for the engine.

 

So what do we do with a graphics card that is sitting around twiddling its thumbs?

 

Now we have room for improvement, assuming you can even imagine improving on photorealistic 3D at 25-30 FPS on the CPU alone. Stuff like astronomical resolutions for screens, ultra high fidelity, lots of GPU free to do more advanced physics and lighting calculations, and more. Instead of sharing those calculations on the GPU as an afterthought after the initial 3D calculations, now the entire card is free to unleash its full attention on it.

 

So the claim of Unlimited Detail is accurate, but it’s a contextual statement. Unlimited Detail, but you don’t need to load all of infinity at once to see it any more than you need to see the entire universe you live in to claim it has unlimited detail. All you can see is what is in front of you at any moment, and you take for granted that the rest of infinity exists because it’s there when you get around to seeing it.

 

Essentially, Euclideon engine works like the real world does. Everything is made of tiny atoms, and nothing exists except what you can see at any given moment at the level of detail you can actually see.

 

Polygons are a lot like a Classical Physics approach while Euclideon is the Quantum Physics approach.

 


Voxel Animation

 

Which brings us to the sticking point concerning the ability to animate point-cloud data. It’s not exactly easy, and it has come with a lot of ups and downs. Originally, it was thought to just be impossible and that was that, but we now know that’s silly because of the three points from Arthur C. Clarke at the beginning of this article. Eventually, somebody actually did manage to figure out a way to animate sparse-voxels but the conclusion was akin to the second stage of revolutionary technology statements:

 

Yes it can be done, but it’s not worth the effort.

 


 

 

What are Voxels?

 

 

How to Animate these things…

 

 

Further information on Voxel Animation

 

 


 

With Euclideon, I’m going to say they figured out the animation aspects further and will progress into the third statement of revolutionary technology:

 

I said it was a good idea all along.

 

The people in this industry years ago who came out and said that point-cloud data was the future of the graphics industry were likely correct. The problem with being a visionary is that often times you make predictions that are completely accurate, but far ahead of their time.

 

Because the technology and methodologies hadn’t been figured out in a reasonable time from those visionary statements, the rest of the industry lost interest and said:

 

See? It was just a false alarm. Nobody came out with it, so it must not be possible. Nothing to see here, move along. Point and laugh at the suckers who bought into this idea to begin with.”

 

So when a company like Euclideon comes out and says they figured it out, those same industry people who saw the original visionary statements years ago chime in again and say the same thing –

 

Oh, this again? Didn’t we already conclude it wasn’t possible and move on? *yawn* Tons of people already tried this before and failed. Clearly Euclideon is a hoax, because if it was going to be accomplished, it would have been one of us with all of our training, expertise and money - not some guy in his basement programming in his free time. Since we haven’t figured it out, clearly this Bruce Dell guy isn’t able to.”

 

Do you know what that makes the rest of the graphics industry, with thinking like that?

 

Arrogant. That’s what.

 

Or, more likely, these are the people who have heavily invested in their current generation technologies and are subject to technology lock-in. With all of that invested in their own systems, you would obviously think every single one of them would come out against Euclideon as a hoax or impossible. It’s a biased viewpoint altogether, with absolutely every possible motivation for being biased that exists. So why are we listening to them in the first place if we know they couldn’t possibly have an unbiased view of this type of technology?

 

Jon from id Software says it’s not possible for a few more years. Notch from Minecraft says Bruce Dell is a snakoil salesman. Even the CEO of Epic Games predicts that photorealism in games won’t happen until between 2019 and 2024.

 

Those people all have one thing in common:

 

Each has a vested interest in Bruce Dell and Euclideon being absolutely wrong.

 


 

Bruce Dell sounds unprofessional

 

For a guy who has been coding the Euclideon engine since 2006 as a hobbyist programmer in his spare time, do you really think he’s going to come out and get a professional actor and marketing team to do the presentation?

 

Secondly, he’s Australian and that accent comes across pretty heavily. He really does talk like that normally… cut the man a break.

 

Does this guy know the terminology of the industry? Probably not nearly as well as most would. It doesn’t really matter if you know what he’s talking about as long as he knows what he’s talking about in his head. Just because he doesn’t know the word for it doesn’t mean he doesn’t know what it is.

 


 

This is the best interview of Bruce Dell and Euclideon I’ve seen so far

 


 

We’re talking about a guy who wasn’t told this stuff was impossible, and went into coding a graphics engine from scratch with the thought that it was perfectly feasible and he just didn’t know how at that time. This likely drove him harder than most coders would for solving the problem.

 

Think logically for a moment… when you go to college and try to earn a degree in programming, your professor is teaching you things they studied and learned from other people in the industry. There is a bias already in what you are going to learn, because it is heavily geared toward teaching you the current practices and not encouraging you to try and invent new ones. Hell, even if you’re just learning from the latest publishing of GPU Gems, you’re learning from the accomplishments of others in the industry who are themselves following accepted practice by the book. Sometimes standardized education is far more poisonous than unconventional learning methods.

 

They aren’t looking to turn you into a creative, unorthodox, thinker… they just want a guy/girl who can churn out code in an existing industry that has a vested interest in specifically not drawing outside of the lines on the coloring book.

 

Bruce Dell wasn’t poisoned by that preconceived ideology atmosphere. He didn’t even realize the lines existed to begin with, and as such likely was free to create a masterpiece of coding.

 


 

So, Euclideon is not a hoax?

 

It’s not likely that Bruce Dell and Euclideon are trying anything funny. If anything they seemed to have figured something out that much (if not the entire) industry failed to do. All it took was thinking from left field and the ability to ignore all the people who failed before hand telling him it wasn’t possible.

 

It’s funny how that works out.

 

I’m not going to sit here and tell you that I know exactly how Euclideon works, but I can give a simplistic rundown on what I think is happening based on what Bruce Dell has already said. From my point of view, it seems to work out just fine, and has the potential to do exactly what he says it can do. Of course, I’m not a programmer either… so all I can do is give an analysis from a layman point of view. There’s plenty going on behind the scenes of this engine, and I’ve only simplified it as much as possible for a general audience to digest.

 

What does that mean for the industry as a whole?

 

Just what Bruce Dell said in the original Euclideon demo video below – Your graphics are about to get a whole lot better, by a factor of about 100,000 times or more.

 

When is this supposed to come out? That’s the number one question on people’s minds right now concerning this technology. Well, I can say that Bruce Dell made a comment concerning this if anyone was paying attention. He had a number in his head, and that number was about 16 Months, give or take polishing things up for a release.

 

He said that around August 2011, and 16 months from then is December 2012. Give or take, that means a near Christmas release for 2012, or Spring 2013 release. There’s a good estimate for you to shoot for.

 

If Bruce Dell is particularly a man of twisted humor, he’d release Euclideon as a demo on December 21st, 2012 (Last day of the Mayan Calendar). Something tells me that is a very likely date, because it’s the end of an era… and would be fitting. If Euclideon does exactly what he’s claiming it does, then it may as well be the Apocalypse for polygons, unleashing an era of photorealistic gaming and virtual environments.

 


 

Unlimited Detail Real-Time Rendering Technology | Euclideon 2011

 

 

 

 

 

 

 

 

 

 

Jun 9, 2011

Doing what Nintendon’t

I’m a huge fan of @Sega games, especially the Sonic the Hedgehog series. At least the old school, side scrolling games like Sonic 1 and Sonic 2, though I’m still unsure about Sonic the Hedgehog 3.  Of course we’ll just ignore the fact that there were a lot of piss-poor 3D versions of Sonic the Hedgehog that made the true fans cringe and scream in agony, while we move onto the latest foray into the franchise – Sonic the Hedgehog 4.

For what it’s worth, it’s a decent game. I’m sure plenty of people worked hard as part of Team Sonic to bring this game together in an attempt to get back to the roots of the franchise and bring back all the things that the fans loved from the glory days. Unfortunately for @Sega they managed to fubar quite a lot in their launch, namely in actually managing to do a better job with a multi-million dollar development budget and entire team of highly skilled and paid programmers than a single fan who managed to produce Sonic Fan Remix unfunded and in his spare time.


sonic4
Sonic the Hedgehog 4 – while good, is nowhere as amazing as Sonic Fan Remix


What’s worse is that in the digital age of marketing, @Sega has managed to forget a few cardinal rules of the game, which I’ll be outlining here:

1. If a single fan of your franchise can do more justice with your franchise than an entire team of paid professionals and a multi-million dollar budget, you don’t send a flurry of DMCA notices to have the content removed.

2. This is the age of the Internet. Anything truly spectacular is like Bebe’s Kids, it doesn’t die, it multiplies.

3. Any truly intelligent executive should know that the first question shouldn’t have been “How fast can we have that content taken down?” but instead “Why isn’t he working for us?”

Allow me to elaborate.

You see, if you were to follow that link to the Sonic Fan Remix, you’d be greeted by a well polished website and a gorgeous gameplay video of the beta. You would also notice a giant button saying “Download” which leads to a file repository which has removed the game on “Copyright Violation” grounds – which is an ambiguous way of saying:

Sega decided they were having their asses handed to them by a single programmer/artist who was working in his spare time without a budget to create a Sonic the Hedgehog game that garnered more attention and praise than their own multi-million dollar production called Sonic 4, and instead of admitting they did a piss poor job and having earned the scorn of multitudes of diehard Sonic fans (to the point of calls for boycotting the game), they decided to get pissy and send their lawyers after Sonic Fan Remix, having it removed on ground of copyright violation.



Sonic Fan Remix | Actual HD Gameplay


In the history of the prosumer culture, this has never once actually worked to the advantage of any corporate entity. I can name the RIAA/MPAA versus Napster, Limewire, eDonkey, and others in a never ending battle which rages on today to the dismay (and wonton monetary losses in litigation for the RIAA/MPAA in the process). Anything truly revolutionary in the digital world doesn’t die, it multiplies or evolves into something greater, like a Phoenix.

To be honest, if I were working at @Sega and saw this game above prior to the launch of Sonic 4, I would have probably pissed myself. It is in nearly every possible way superior to Sonic 4, right down to the fact that it didn’t require a Hollywood style blockbuster budget to create, nor an entire high-paid professional team. Adding to that the meticulous detail the programmer put into actually studying and figuring out the game physics from the original games in order to replicate the experience in the new game precisely.

This one guy has managed to do what the entire current Sonic Team could not, with all of their resources and manpower.

However, in the spirit of corporate stupidity, @Sega decided that instead of seeing this work and making it their number one priority to make it an official @Sega game, giving it the resources and manpower it deserves, they instead decided to bawl about Copyright Violation, and make a piss-poor attempt at sweeping their shame under the collective rug in hopes nobody would ever talk about it again.

So true is the case of Sonic Fan Remix. While @Sega may have thought they have done due diligence and wiped Sonic Fan Remix from the face of the Earth, they have instead given the fans of the franchise even more reason to spread the game around the world, to multiple server mirrors, making the game available in not just a single location, but probably hundreds and propagating like wildfire, while gaining scorn for their own Sonic 4 series in the process.

Ignoring the Streisand Effect in the online world is a cardinal sin. Ignoring what your customers actually want is part of those seven deadly marketing sins as well. Not having enough common sense at the executive level to know the difference between filing DMCA or Making it a priority to hire the person is simply bad business in the prosumer culture.

Let me tell you what I see when I watch (and play) Sonic Fan Remix.

This is, hands down, the most brilliant example of a portfolio that could ever grace the desks of Sega Enterprises and they tossed it aside never understanding that they’ve literally been handed the Goose that lays Golden Eggs.

This isn’t to say that @Sega should cancel Sonic the Hedgehog 4, by any means. What I’m getting at is that Sonic Fan Remix is the single most opportune event that could have come to their attention. A literal gold mine for the rebirth of the Sonic the Hedgehog franchise.

Here’s a plan of action for Sega:

1. Hire the guy behind Sonic Fan Remix.

2. Make Sonic Fan Remix an official Sega production.

3. Keep the name Sonic Fan Remix.

4. The premise of the title is that the fans submit levels with a level creator that Sega puts out in a contest, with the winners being included officially in the release.

5. The level creator remains in the game upon release.

6. Fan created levels are then facilitated to be uploaded to a central repository, with which other players can download such levels, rate the levels, and even attach gamer points and fan created achievements to their custom levels. (think Little Big Planet 2)

7. Sega can create official extended level packs in this Remix network (aside from fan created levels) as a Downloadable Content pack, as well as additional features, unlockables and characters for preset microtransaction payments.

8. Sega makes every Sonic fan deliriously happy, saves face, provides a Sonic game that successfully relaunches the franchise, acknowledges the ridiculous talent of the creator of Sonic Fan Remix, as well as every fan on Earth, while facilitating residual income from the process, and rebuilds/unites every Sonic the Hedgehog fan on the planet under a single banner called Sega.

Until such time as Sega comes to their senses, Sonic Fan Remix isn’t going anywhere, simply because the world is full of fans that want it. As such, Sega needs to quit trying to squash it and actually acquire it productively before it spreads further outside of their control.

I’ll leave my readers with a (currently) working link to download Sonic Fan Remix in the meantime.


Of course, in the event that @Sega hasn’t learned a damned thing from this article, I may provide another link to a mirrored copy of this game. However, I will shake my head in awe of their corporate stupidity – as you should too.

Link doesn't work? Try clicking here: Google Search [Sonic Fan Remix]

Update: The June 9th link was taken down and replaced with the June 11th link. Apparently @Sega hasn't learned a thing from reading this, or maybe they haven't bothered to read it and comprehend what is being said here. No matter how many times they DMCA the mirrors, there exists hundreds or thousands of mirrors of this file across the world, and that number continues to grow the more they remove single mirrors of this file (after all, wouldn't you expect people to say "The link doesn't work, but here's three more mirrors I put up for you") - Even if @Sega keeps killing the links I'm providing here, anybody with 5 minutes and access to Google can find "Sonic Fan Remix Download"

Any further link updates will be posted in the comments of this post in the future event that the link above stops working. Feel free to post your own DL links in the comments for Sonic Fan Remix as well.