enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Screen space ambient occlusion - Wikipedia

    en.wikipedia.org/wiki/Screen_space_ambient_occlusion

    Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis, also developed by Crytek.

  3. Red Dead Redemption 2 - Wikipedia

    en.wikipedia.org/wiki/Red_Dead_Redemption_2

    Dialogue and outcomes often differ based on Honor level, and attaining milestones grants unique benefits: high Honor provides special outfits and store discounts, while low Honor grants more items from looting. [20] Red Dead Redemption 2 ' s Dead Eye targeting system allows the player to slow down time and mark targets. Once the targeting ...

  4. Rockstar Advanced Game Engine - Wikipedia

    en.wikipedia.org/wiki/Rockstar_Advanced_Game_Engine

    On PlayStation 3 and Xbox 360, RAGE often saw a disparity in the optimization on the hardware: major titles on PlayStation 3 usually had lower resolution and minor graphic effects, as in Grand Theft Auto IV (720p vs. 640p), [15] [16] in Midnight Club: Los Angeles (1280×720p vs. 960×720p) [17] and in Red Dead Redemption (720p vs. 640p). [18]

  5. List of Xbox One X enhanced games - Wikipedia

    en.wikipedia.org/wiki/List_of_Xbox_One_X...

    Dynamic 2160p, scales horizontally as low as 2304x2160 in rare instances. Available [40] [41] [3] [21] Crash Bandicoot 4: It's About Time: 60 Dynamic 1080p resolution at a consistent 60FPS, compared to the 900p 30FPS target of Xbox One. Available [2] Crash Bandicoot N. Sane Trilogy: 30 Available [2] Crash Team Racing Nitro-Fueled: 30 [42] The ...

  6. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).

  7. Field of view in video games - Wikipedia

    en.wikipedia.org/wiki/Field_of_view_in_video_games

    Pixel-based scaling is almost exclusively used in games with two-dimensional graphics. With pixel-based scaling, the amount of content displayed on screen is directly tied to the rendering resolution. A larger horizontal resolution directly increases the horizontal field of view, and a larger vertical resolution increases the vertical field of ...

  8. Bloom (shader effect) - Wikipedia

    en.wikipedia.org/wiki/Bloom_(shader_effect)

    Bloom (sometimes referred to as light bloom or glow) is a computer graphics effect used in video games, demos, and high-dynamic-range rendering (HDRR) to reproduce an imaging artifact of real-world cameras. The effect produces fringes (or feathers) of light extending from the borders of bright areas in an image, contributing to the illusion of ...

  9. Development of Red Dead Redemption 2 - Wikipedia

    en.wikipedia.org/wiki/Development_of_Red_Dead...

    Rockstar Games programmers at the Game Developers Choice Awards 2019. A team of approximately 1,600 people developed Red Dead Redemption 2 over several years. Rockstar Games published the action-adventure game in October 2018 for the PlayStation 4 and Xbox One, and in November 2019 for Windows and Stadia.