Kotaku

Few things confirm the ingenuity of gamers as effectively as the lengths they'll go to add penises to video games that don't include penises.


Battlefield 3 may be a war video game full of phallic symbols, but it didn't ship with drawings of genitalia. But the gamer in the clip here added one in the most clever and explosive of ways.


For consistently amazing videos, you really should subscribe to AmazingFilms247. They keep posting the most extraordinary clips, like this one.


UPDATE: Proper credit is due. This video was not made by AmazingFilms247 but by Oli Gill who is part of the Sir Community. Gill saw some of the questions raised by people reading this post and wanted to explain how this was all puled off: "This was done before the Dec 6th Patch and was made with lots of AT Mines. I set it off with one c4, if I made it with all c4 then there would be no chain reaction." Good going, Oli!


Battlefield Penis [YouTube]


Dec 9, 2011
Kotaku

What is FXAA?Fast Approximate Anti-Aliasing may not be known by its name to many gamers, but they certainly do recognize its good looks, being used in such visually luxurious games as The Elder Scrolls V: Skyrim, Batman: Arkham City and Battlefield 3


But what is it, really? It's an improvement above three earlier iterations of anti-aliasing, rendering high-performance visuals faster and more completely. Here to explain is Jeff Atwood, who writes about programming for Coding Horror.


Anti-aliasing has an intimidating name, but what it does for our computer displays is rather fundamental. Think of it this way—a line has infinite resolution, but our digital displays do not. So when we "snap" a line to the pixel grid on our display, we can compensate by imagineering partial pixels along the line, pretending we have a much higher resolution display than we actually do. Like so:


What is FXAA?Anti-aliasing produces a superior image by using grey pixels to simulate partial pixels along the edges of a line. It is a hack, but as hacks go, it's pretty darn effective. Of course, the proper solution to this problem is to have extremely high resolution displays in the first place. But other than tiny handheld devices, I wouldn't hold your breath for that to happen any time soon.


This also applies to much more complex 3D graphics scenes. Perhaps even more so, since adding motion amplifies the aliasing effects of all those crawling lines that make up the edges of the scene.


But anti-aliasing, particularly at 30 or 60 frames per second in a complex state of the art game, with millions of polygons and effects active, is not cheap. Per my answer here, you can generally expect a performance cost of at least 25 percent for proper 4X anti-aliasing. And that is for the most optimized version of anti-aliasing we've been able to come up with:


1. Super-Sampled Anti-Aliasing (SSAA). The oldest trick in the book - I list it as universal because you can use it pretty much anywhere: forward or deferred rendering, it also anti-aliases alpha cutouts, and it gives you better texture sampling at high anisotropy too. Basically, you render the image at a higher resolution and down-sample with a filter when done. Sharp edges become anti-aliased as they are down-sized. Of course, there's a reason why people don't use SSAA: it costs a fortune. Whatever your fill rate bill, it's 4x for even minimal SSAA.


2. Multi-Sampled Anti-Aliasing (MSAA). This is what you typically have in hardware on a modern graphics card. The graphics card renders to a surface that is larger than the final image, but in shading each "cluster" of samples (that will end up in a single pixel on the final screen) the pixel shader is run only once. We save a ton of fill rate, but we still burn memory bandwidth. This technique does not anti-alias any effects coming out of the shader, because the shader runs at 1x, so alpha cutouts are jagged. This is the most common way to run a forward-rendering game. MSAA does not work for a deferred renderer because lighting decisions are made after the MSAA is "resolved" (down-sized) to its final image size.


3. Coverage Sample Anti-Aliasing (CSAA). A further optimization on MSAA from NVidia [ed: ATI has an equivalent]. Besides running the shader at 1x and the framebuffer at 4x, the GPU's rasterizer is run at 16x. So while the depth buffer produces better anti-aliasing, the intermediate shades of blending produced are even better.


Pretty much all "modern" anti-aliasing is some variant of the MSAA hack, and even that costs a quarter of your framerate. That's prohibitively expensive, unless you have so much performance you don't even care, which will rarely be true for any recent game. While the crawling lines of aliasing do bother me, I don't feel anti-aliasing alone is worth giving up a quarter of my framerate and/or turning down other details to pay for it.


But that was before I learned that there are some emerging alternatives to MSAA. And then, much to my surprise, these alternatives started showing up as actual graphics options in this season's PC games—Battlefield 3, Skyrim, Batman: Arkham City, and so on. What is this FXAA thing, and how does it work? Let's see it in action:


What is FXAA?FXAA stands for Fast Approximate Anti-Aliasing, and it's an even more clever hack than MSAA, because it ignores polygons and line edges, and simply analyzes the pixels on the screen. It is a pixel shader program documented in this PDF that runs every frame in a scant millisecond or two. Where it sees pixels that create an artificial edge, it smooths them. It is, in the words of the author, "the simplest and easiest thing to integrate and use".


FXAA has two major advantages:


1. FXAA smooths edges in all pixels on the screen, including those inside alpha-blended textures and those resulting from pixel shader effects, which were previously immune to the effects of MSAA without oddball workarounds.


2. It's fast. Very, very fast. Version 3 of the FXAA algorithm takes about 1.3 milliseconds per frame on a $100 video card. Earlier versions were found to be double the speed of 4x MSAA, so you're looking at a modest 12 or 13 percent cost in framerate to enable FXAA—and in return you get a considerable reduction in aliasing.


What is FXAA?The only downside, and it is minor, is that you may see a bit of unwanted edge "reduction" inside textures or in other places. I'm not sure if it's fair to call this a downside, but FXAA can't directly be applied to older games; games have to be specifically coded to call the FXAA pixel shader before they draw the game's user interface, otherwise it will happily smooth the edges of on-screen HUD elements, too.


The FXAA method is so good, in fact, it makes all other forms of full-screen anti-aliasing pretty much obsolete overnight. If you have an FXAA option in your game, you should enable it immediately and ignore any other AA options.


FXAA is an excellent example of the power of simple hacks and heuristics. But it's also a great demonstration of how attacking programming problems from a different angle—that is, rather than thinking of the screen as a collection of polygons and lines, think of it as a collection of pixels—can enable you to solve computationally difficult problems faster and arguably better than anyone thought possible.


Jeff Atwood has a programming background going back to the 1980s. He was most recently a programmer for Vertigo Software, and now devotes himself full time to his blog, Coding Horror and the site stackoverflow.com. He lives in Berkeley, Calif.
Republished with permission.
Dec 9, 2011
Kotaku

Kotaku Meat Up More like Meat-Up, AmIRite?? | Last night's Kotaku reader meet-up at the Gizmodo Gallery was great. I loved seeing all of you. But what I loved most were those gi-normous crocodile-sized subs down in the basement. So glorious.



Kotaku Meat Up


I'm on Board. The PlayStation Vita is Going to Launch with a Bang.

The PlayStation Vita is a contender.
I know a lot of people aren't taking it seriously, because there are so many reasons not to. (See: Apple, 3DS, PSP "failures" and more.) But they should. More »



Kotaku Meat Up


I've Played Bastion in Google's Chrome Web Browser and It's Amazing

First, Supergiant Games' acclaimed action RPG came out for the Xbox 360 as one of the games in Microsoft's annual Summer of Arcade promotion. Then, shortly after that, the narrator-centric release landed on Steam, which let PC owners tour the game's shattered world of Caelondia. More »



Kotaku Meat Up


Sometimes You've Got To Make Up Your Own Rules

Video game developers take great care in creating rules and restrictions that define the gameplay of their virtual worlds, but sometimes those rules aren't good enough. More »



Kotaku Meat Up

How To Block Xbox 360's Newest Feature: Dashboard Ads

Among the many tweaks and upgrades (and one downgrade) packed into the Xbox 360 dashboard update was one feature people aren't very happy about: Interactive TV ads.
Fortunately the clever gamers over on Reddit have come up with a solution for removing them. More »



Kotaku Meat Up

Metro 2033, S.T.A.L.K.E.R., Fallout Helped An Artist Dismantle Manchester

James Chadderton's take on Manchester in ruins hints at the apocalypse without bothering to identify its nature.
His artwork, amalgams of computer graphics, painting and photo, show the effect, but not the cause. More »



Kotaku Meat Up

Steamy Batman / Catball Romance Rekindled in This Week's Gaming Apps

Sparks fly when the Caped Crusader meets one sexy feline sphere in this week's round up of the hottest gaming apps. Can you feel the simmering sexual tension? More »



Kotaku Meat Up

Could This Be the End of GSC Game World and S.T.A.L.K.E.R. 2?

The Kiev, Ukraine based developer that put a dramatic spin on nuclear horror in the S.T.A.L.K.E.R. series of PC first-person shooters has reportedly closed its doors, leaving the fate of the eagerly-anticipated S.T.A.L.K.E.R. More »



Kotaku Meat Up

Figuring Out Rainbows Could Lead to Prettier Video Game Graphics

Better visuals in the coming generation of games may come courtesy of Mother Nature. Computer graphics researchers at the University of California San Diego were looking for way to create better animation and their work took them into the colorfully iconic rainy-day phenomenon. More »



Kotaku Meat Up

Here's Why You Need to Stop Dismissing OnLive's Tablet Gaming

For much of the past week, I've been test driving OnLive's new app and controller pairing. The tech on display impressed me with the response time and the simple fact that, all of a sudden, the gaming options on an iPad is approaching parity with what you can get on a PC. More »



Kotaku Meat Up

The Most Spectacular Battlefield 3 Jet Takedown You'll See Today

Technically speaking this isn't a kill made with a jet. But it is made by a gamer who was recently in a jet.
We've seen some amazing things in Battlefield 3, but I've never seen a video that shows someone jumping out of a jet in mid-dogfight, twisting in the air to shoot the aggressor plane down... More »



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Kotaku

Courtesy of the fine folks at Reddit, we've got a video of YouTube user (and pianist) live4divin, who performs a jazz reharmonization of Jeremy Soule's main theme from Skyrim. For non-musicos, reharmonization is when you take an established melody (say, "All The Things You Are") and write new chords to go underneath it. It can be a really fun practice, and most jazz pianists can spontaneously reharmonize melodies to some extent or another.


(Fun fact: Jazz musicians refer to a reharmonized tune as a "reharm," which is a term I've always enjoyed. Sample usage: Man, did you hear Joe Pass play that "Giant Steps" reharm? That cat is amazing!)


(Second fun fact: Jazz musicians actually do call other players "cats." I'm serious!)


It's particularly easy (and fun) to do a reharm for a simple melody like the main theme to Skyrim, and so this player has a good time coming up with some extra-"jazzy" jazz chords to put underneath it. In between melody statements, he does a bit of a noodling vamp that doesn't do too much for me, but hey—this is YouTube, it ain't the Blue Note.


My fellow Kotaku editors and I were talking about how this jazz sounded more elevator-ish than some other jazz. The more I listen to it, I started to hear it, so to test this theory out I thought I'd put the music behind a scene from one of the most iconic elevator games of all time.


Kotaku

The Wii's new virtual board game Fortune Street threatens to overwhelm you at first, but don't let that stop you from becoming part of the 1 percent in this Monopoly-esque game.


The only problem I had with Fortune Street was with its pacing. It feels slow at times, and if you're playing alone it can start to get a bit boring. It's definitely the most fun when you have a couple of friends play with you.


As a sucker for complicated board games I kept playing, trying to inflate and deflate the stock market while I bought and sold property like it was going out of style. At full price this game is a tough sell, but if you are a fan of board games then you may want to check Fortune Street out.


Kotaku

Technically speaking this isn't a kill made with a jet. But it is made by a gamer who was recently in a jet.


We've seen some amazing things in Battlefield 3, but I've never seen a video that shows someone jumping out of a jet in mid-dogfight, twisting in the air to shoot the aggressor plane down with an RPG and then returning to the plane as pilot.


This is approaching Prototype 2 levels of insanity. Next up, foregoing weapons for karate kicks!


[Thanks Duy D]


Kotaku

With only four days left before the launch of the early start program for Star Wars: The Old Republic, BioWare gives hopeful Sith Inquisitors some rather fetching outfits and tactics to look forward to.


The Sith Inquisitor isn't all Force Lightning and stoic standing in The Old Republic. During my brief spin in the role during the game's beta test I discovered a complex class with the potential for great killing power and crowd control alike. Plus you get to specialize into either an assassin or a sorcerer, two job titles that look amazing on business cards; trust me.


Kotaku

Here’s Why You Need to Stop Dismissing OnLive’s Tablet Gaming For much of the past week, I've been test driving OnLive's new app and controller pairing. The tech on display impressed me with the response time and the simple fact that, all of a sudden, the gaming options on an iPad is approaching parity with what you can get on a PC.


Let's get one thing straight: OnLive cloud's service on tablets isn't going to replace a PC, Xbox 360 or PS3. Those native experiences remain the standard for many gamers and rightly so. But no one can deny the impact of having AAA releases, many of them out the same day they hit retail shelves, on the same tablet you use for e-mail, Angry Birds or reading books.


I've been running games like Dirt 3, Red Faction Guerilla, Trine and Batman: Arkham City via OnLive over the Gawker office wi-fi and every time someone's walked by they've been wowed.


Like all things pertaining to OnLive, the experience rises or falls on the strength of the internet connection available to you. As of this writing, the Kotaku internet connection's running at 28.55 mb/s for download and 21.35 mb/s up. That's a business connection, of course. As for my home connection, living in New York with ISP monopolies by Time Warner and Cablevision isn't great. A speedtest this morning yielded results of 6.96 mb/s down and 0.45 mb/s up in my apartment.


So, obviously, the experience at work is better. What surprised me, though, was that the experience at my place still good. The initial load took longer and the graphics did degrade a bit, but a game like Dirt 3—with physics, particles and speed simulations running under the hood—still felt great. Sure, Dirt 3 may run natively at 60 frame per second but a slight dip to 50 fps isn't a dealbreaker. The Bluetooth connection from OnLive's special controller to iPad never dropped and I never felt like my reaction time was hampered by the streaming. I could pull off 15-hit combos in Arkham City on my iPad just as easily as on my Xbox.


Here’s Why You Need to Stop Dismissing OnLive’s Tablet Gaming The Vpad overlay that you can use isn't any better than other virtual controllers to be found on other games. It's a bit busy and the face button layout could be better at mimicking the diamond layout on most gamepads. But, again, it's responsive to the point where you have to concentrate to find the lag. You may notice that framerate dip but, overall, it doesn't break the experience of playing the game.


One caveat is that you can't pause the OnLive App; quitting it ends your session so you'll need to save before checking e-mail or some other function. OnLive's got some infrastructural advantages, though. You can start a game on tablet or smartphone and continue on PC or through a TV connected to their microconsole.


The OnLive app's already live on the Android Market and should be hitting Apple's App Store soon. If you already have an iPad or an Android tablet, OnLive's latest move demands checking out. After all, which one would you rather play the next time you're stuck in an airport far away from your console or PC, Cut the Rope or Darksiders? You know the answer.


OnLive's prospects will only get better as time goes on. Next-gen broadband like Verizon FiOS and 4G LTE cellular networks are making faster speeds accessible in the home and on the move. Tablet hardware's going to get better, too. I've loved the experience I've had with OnLive on iPad. I wouldn't say it's worth getting a smartphone or new tablet for but I would recommend it to anyone who's already got a compatible device.



Here’s Why You Need to Stop Dismissing OnLive’s Tablet Gaming

Play Batman: Arkham City, L.A. Noire and other AAA Games on Your iPad

Starting tomorrow, you'll be able to play Batman: Arkham City on your iPad. No, not Arkham City Lockdown. The real one, the big-boy PC version. It's happening courtesy of OnLive and it's impressive enough to make you consider trading in your Xbox 360 or PS3 for Apple's lightweight tablet.
You know... More »



Kotaku

Figuring Out Rainbows Could Lead to Prettier Video Game Graphics Better visuals in the coming generation of games may come courtesy of Mother Nature. Computer graphics researchers at the University of California San Diego were looking for way to create better animation and their work took them into the colorfully iconic rainy-day phenomenon. The results reveal exactly how rainbows manifest and includes new findings on the shapes of raindrops. Now, those researchers claim that simulations of different kinds of rainbows are possible. Those simulations will apparently help create more realistic graphics that will wind up in future video games and movies. Hopefully, this means a lot less grey and brown in the interactive experiences of tomorrow.


CGI hackers discover secret of rainbows [CNET]


Kotaku

Could This Be the End of GSC Game World and S.T.A.L.K.E.R. 2? The Kiev, Ukraine based developer that put a dramatic spin on nuclear horror in the S.T.A.L.K.E.R. series of PC first-person shooters has reportedly closed its doors, leaving the fate of the eagerly-anticipated S.T.A.L.K.E.R. 2 up in the air.


Reports of the closure of the S.T.A.L.K.E.R. began this morning via a story on the Ukraine's UkraNews website. Simply citing an informed source, the website reported that Sergei Grigorovich, founder and CEO of GSC Game World, had decided to close the studio for personal reasons, suggesting either the lack of solid progress on S.T.A.L.K.E.R. 2 or attempts by authorities to obtain the studios and its profits for themselves as the motivation behind the closure.


After that, facts get a little blurry. Rock, Paper, Shotgun have chronicled the story from the beginning, starting with a tweet denying the closure on the company's official Twitter that has since been deleted. Another Twitter user tweeted the closure of the studio, though it turns out he was not affiliated with GSC Game World.


The developer replied to inquiries from RPS with a no comment statement, not something a healthy company would do, and most recently GSC's social media manager announced that he was looking for a new job.


The most telling evidence of the closure, however, comes from Sergey Galenkin of 1c Ukraine, a company that's been involved with publishing GSC Game World's games in the past. In a blog post on his personal website he said that the developer is officially closed, the team mostly dissolved. Galenkin goes on to say that the reason behind the closure was the cost of developing a big budget PC-only first-person shooter coupled following deals for console versions that never came to fruition.


Of course none of this is official confirmation. We've reached out to GSC Game World ourselves, and until we hear official word there's still a sliver of hope. A tiny, almost imperceptible sliver.


The S.T.A.L.K.E.R. series might not have the largest audience, but those who've played it have come away inspired. Here's hoping this isn't the final meltdown of the beloved franchise.


Get Out Of Here: GSC Closure "Confirmed" [Rock, Paper, Shotgun]


...