Does coding play a part in video game graphics?

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BadBoy_97

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#1 BadBoy_97
Member since 2006 • 180 Posts

Yeah, coding and graphics are different, but can excellency in the former allow you to make the latter better? I'm thinking here that ND with UC2 managed to make an excellent game, and now they're saying that by refining the game engine, they managed to make the graphics even better for UC3. So is this refining due to better coding and stuff?

Can better coding lead to better implementation of graphics? (This is my main question.)

Thanks!

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revolution2k6

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#2 revolution2k6
Member since 2005 • 1446 Posts

everything comes down to 1's and 0's, so yes

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unisondrive

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#3 unisondrive
Member since 2010 • 25 Posts
Yeah, of course it can! Game engines push a lot of triangles and shaders that shade the geometry. Sometimes a single shader can render lighting and shadows of all types in one pass, sometimes it needs more passes. It's mostly down to efficiency of the shader coding, that improves it. And in order to have that, they need a well thought-out engine, that puts things into memory at the right times. If they make it all work right, then it will be faster, and prettier. This is because then you can have bigger textures (because same textures can be re-used) and less of them used on less meshes (because more meshes are actually one and the same). etc... I know this because I'm a 3D artist, and I worked on some engines.
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Grieverr

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#4 Grieverr
Member since 2002 • 2835 Posts

yes, it absolutely play a part. This is why some game engines (like Unreal) are popular and used by many devs. For example, a poorly coded game would not allow h-rez textures to co-exist with certain AI routines. In that case, you would have a game with good enemy intelligence but bad graphics, whereas a more optimized engine would allow for both.

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kdawg88

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#5 kdawg88
Member since 2009 • 2923 Posts
A rather dumb question, TC. Obviously some amount of coding is required to develop and alter 3D engines.
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BadBoy_97

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#6 BadBoy_97
Member since 2006 • 180 Posts
Thanks all! kdawg - Bite me. I don't know much about codes.
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Avenger1324

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#7 Avenger1324
Member since 2007 • 16344 Posts
It all comes down to efficiency on consoles because they are restricted to a set level of hardware. When they talk about refining the game engine it means they have found new ways of doing existing things in a way that uses less memory or requires less processing power, and so frees up resources to enhance the game in other areas.
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Rekunta

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#8 Rekunta
Member since 2002 • 8275 Posts

Coding is simply a language. Some people are more efficient at using languages than others. Everything in a game depends on coding. It's all binary when you get down to it.

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Teuf_

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#9 Teuf_
Member since 2004 • 30805 Posts

A rather dumb question, TC. Obviously some amount of coding is required to develop and alter 3D engines. kdawg88


It's not a dumb question at all. I'm a graphics programmer, and every time I try to explain what exactly I do do a friend/girlfriend/family member and how it relates to artists they're always confused.

For any game, it's usually the artists that are directly responsible for creating the final look of any particular element of the graphics. It starts at basic things like creating the 3D models and texturing to them, and goes all the way to more subtle things like choosing the type of lighting used or tweaking the post-processing effects for a scene. Obviously the programmers have a part in it, but their effect is much more indirect. Primarily the graphics programmers play a supporting role by implementing and improving the tools and features artists use to craft their vision. So for instance if the artists decide they really need a lot of lights in a scene to do some night-time city scene, the programmers will work out the tech required to allow them to do it. Aside from that they'll also work on the optimizations required to make a feature or scene run at a reasonable framerate.

Ultimately what you see is going to be the product of both teams working together. If the programmers produce bad tools or if their implementations have poor performance at runtime, then the artists will have to make compromises to accomodate those things and the end result will probably look worse. And obviously if the artists just do a poor job, then it's REALLY going to look bad.