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From Pong to Cyberpunk 2077: the evolution of game graphics

Half a century has passed between the black and white tennis game Pong and the neon-coloured sci-fi blockbuster Cyberpunk 2077. During this time, numerous milestones have significantly shaped game graphics.

Strictly speaking, Pong wasn’t the first video game. That honour goes to Tennis for Two. US physicist William Higinbotham, who helped develop the atomic bomb, converted an oscilloscope into an interactive game in 1958. Pong didn’t appear until 14 years later, but it laid the foundation for a rapidly growing games industry.

While initial games fit on memory modules (ROM) of just 2 KB, Solaris requires an exorbitant 16 KB. You can use your spaceship to explore 16 different quadrants, all of which look different. At a time when most games consist of one screen, this is nothing short of mind-blowing. You feel like you’re really exploring space when planets whiz past you and spaceships explode into a thousand pixels (roughly 30, actually) as soon as your laser hits them.

Super Nintendo vs. Sega Mega Drive: rich pickings thanks to the console war

The next big leap in graphics is made possible by the 16-bit Super Nintendo and Sega Mega Drive consoles. These two Japanese companies are in a neck-and-neck race for supremacy in the console market, which translates into a whole host of remarkable games.

F-Zero is one of the graphic highlights of the Super Nintendo. In 1990, the racing game offers an unprecedented, high-speed car experience. Unlike Super Mario Kart, it also runs in full-screen mode rather than split screen. Thanks to the Mode 7 console feature, Nintendo’s software division led by Shigeru Miyamoto creates deceptively real 3D environments.

Doom blasts its way into the gaming Olympics

In an era of point-and-click adventures and platformers, one game appears that overshadows all the rest. Doom is fast, dark and bloody. From a first-person perspective, you, a space marine, run through dark corridors full of hellish creatures, turning them into pulp with your shotgun. The whole thing is accompanied by a powerful metal soundtrack.

The lighting in particular is responsible for the eerie atmosphere in Doom. It calculates the light level of an area using a predefined brightness value, resulting in a colour palette that makes certain sections appear darker and lighter. Even surfaces nearer and further away receive different brightness levels.

Doom marks a turning point in the world of PC games. First-person shooters are now the dominant genre, and id Software cements its reputation as a studio that produces games with outstanding graphics.

In this futuristic racing game, you whizz around the track to tunes such as The Prodigy’s No God. The highlight, however, is Firestarter, also by The Prodigy. You can hear it in the sequel Wipeout 2097 – no track has suited a game better.

In terms of visuals, Wipeout also stands out from the crowd. It starts with those iconic spaceships with auspicious names such as Piranha. The studio was inspired by Matrix Marauders, a title for Amiga and Atari ST.

In 2001, the bullet-time effects in Max Payne are something the game world has never seen before. The way the camera follows bullets as they slowly but fatally head towards their target is simply groundbreaking.

Half-Life 2: crowbarring its way to legendary status

Missing its widely announced release date of 30 September 2003 couldn’t halt the success of Half-Life 2. And having its source code stolen by a German hacker wasn’t detrimental either. Gordon Freeman’s fight against the sinister Combine aliens has that wow factor with its gripping action, intelligent enemy design, and Source, an engine with a long and storied history.

Speaking of realism, physics plays an even more important role than in the first part. You use gravity guns to catapult barrels at your opponents and repurpose saw blades into deadly projectiles. Physics are harnessed just as often in puzzles. For example, you lift a ramp from the water so that Gordon can overcome an obstacle with his boat. At a time when most objects in games are static, this is a game changer.

But can it run Crysis?

The hardware-hungry nature of Crytek’s first-person shooter is so legendary that it’s become a meme. Crysis offers the kind of graphic splendour you only get on a new console. You’re a super soldier with a special suit that makes you invisible or lets you jump onto houses, and you land on a tropical island. Here, you investigate strange occurrences that turn out to be an alien invasion.

Crysis plays like a gripping action film with graphics in the leading role. It starts with your comrades, whose faces are the very first thing you see – right up close. My goodness, they look fantastic. This is all thanks to the clever use of shaders and a heat map for the face, which determines where light falls. Even pores and dainty dimples are visible. Crysis is years ahead of the competition.

The game continues to amaze me even after jumping out of the plane. You fly through fluffy clouds then land in the sea, which reflects the moonlight. When exploring the dense jungle, you have to be careful not to stumble into the enemy while marvelling at plastic palm leaves and tall grass.

CryEngine delivers high-resolution textures that can even display details on the ground, such as vehicle tracks. There are varied stony floors, not simply two-dimensional textures. And of course, you’re treated to spectacular explosions when barrels fly into the air or you go into battle with the tank.

Here’s one reason PCs are still struggling with Crysis years later. Crytek speculated during development that the CPU clock would continue to make huge leaps. But 8 GHz Pentiums remain wishful thinking. Instead, the trend is towards more cores and more threads. But these are of little use to the underlying CryEngine, which is why the «But can it run Crysis?» meme will be doing the rounds long after its expiry date.

Uncharted 2: like a film

Consoles also know how to show off, and nobody does it better in 2009 than Uncharted 2. Knee-high snow that leaves detailed tracks, caves illuminated by magical blue torchlight and picturesque mountain villages against the backdrop of the Himalayas.

The train scene is just the prelude to a visually fantastic journey around the globe, with splendour and richness of detail you’ve never experienced before.

Polish studio CD Projekt RED uses its proprietary REDengine 3. The developers have created a massive world that you can explore with practically no loading times. One reason for its magical appeal is that it’s based on real landscapes. CD Projekt RED headed to Scotland for the rugged island of Skellige, for instance. Various rock formations and fjords are direct replicas of the country’s natural heritage.

The engine also enables a dynamic camera system that zooms out to show epic battles in all their glory or makes dialogue more personal with close-ups.

Speaking of dialogue, facial and body animations as well as hair design alone takes up almost 30% of performance. But this is what removes any competition from other open-world games. The actors, the force behind this, can really get stuck in, and not just in acrobatic love scenes on stuffed unicorns.

The dialogue-heavy game is also a hit when it comes to facial animations. Various techniques work together in perfect symbiosis. Subsurface scattering simulates light on semi-transparent surfaces, such as beards. Realistic skin lighting and facial expressions ensure that emotions can be clearly distinguished. And detailed clothing tops it all off.

Just like in The Witcher 3, the camera is dynamic in conversations and lends additional expression to the characters’ emotions. The richness of detail in the world is hard to beat, from the dusty Badlands with rusty solar fields, to flashy Japantown and the restricted area of Dogtown. This futuristic open-world spectacle is the current benchmark for how good games can look.

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As a child, I wasn't allowed to have any consoles. It was only with the arrival of the family's 486 PC that the magical world of gaming opened up to me. Today, I'm overcompensating accordingly. Only a lack of time and money prevents me from trying out every game there is and decorating my shelf with rare retro consoles. 


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