Author Archives: troll

Grand Theft Auto 4

I’m sure there are people out there that are hoping this blog is about news crews, or religious groups, or government agencies, or angry mothers attacking the game for being evil, dirty, violent, disparaging, or otherwise just plain bad. Or perhaps others are looking for this to be a post about the game being amazingly, awesomely, frighteningly great, perfect, terrible or whatever. This is not the blog you are looking for.

This is a blog about a technically awesome game. From that perspective I present information about a game that is graphically beautiful, technically amazing, and even has a pretty cool storyline so far. I own the version of the game for the XBox 360 so can’t speak of the PS3 version here. I don’t know how the versions are different or how they are the same and I can’t tell you that one is better or worse than the other.

As a developer I find loads of things about this game interesting that not too many others even notice. The first thing that jumped out at me was the cinematic opening story, but not that it was pretty or that the story was craftily fed to me right along side the credits for the game. Instead that once control was mine, there was no difference graphically. As some of us remember about Grand Theft Auto 3 for the PS2, the cut scenes were pre-rendered and had a style entirely different from the game itself. Once control was handed over to the player for the first time, the graphics kinda faded into a car on a bridge that very closely resembled the one we were just watching in the cut scene, but not quite. In GTA4 however, the cut scene ended at a car that I was sitting in and I waited for a shift in quality to indicate that it was my turn to play. It didn’t come. I pressed the gas, and to my surprise and joy, the “cut scene quality” car I was sitting in began to move under my control. It was nice to experience quality of game in the realm of cut scene quality.

Many reviewers of games in this series are quick to mention the “sandbox” style of play. This means any number of things to different people, but commonly it can be summarized as follows: the game can be played indefinitely without advancing the story and the world runs on its own without you. In GTA4 this effect has been maintained and I daresay improved. There are still loads of things to do (including bunches of mini-game style things to do with friends or even while on a date) and loads of things to not bother doing if you so desire. The world itself is far more “dense” than in previous incarnations of this series. Things are going on everywhere following their own rules. There are drug deals, and traffic jams, and random events of crime, and if you wander into the right places, there are even bowling games going on.

Graphics amaze me in general for many different reasons. Perhaps the game is doing something to make the graphics look way more amazing than the horse power of the system seems like it should be able to handle. Another possibility is that the system is being used to its maximum and the graphics are both great and are filled with nice little things that add polish. The worst case is of course when the system has loads of power and none of it is used, and that fact is pretty obvious. GTA4 is the one with polish.

The game is full of beauty. In some cases it’s the natural beauty of a sunset over the river, the amazing effect created by waves actually coming in at the beach, the streets getting shiny when it rains, or fog that wafts out of sewers. In other cases the content isn’t necessarily beautiful but the effect is. Walking the streets you occasionally see bits of leaves or garbage caught in a breeze, or someone walking by sends a text message to a friend, or a beaten up car that’s been abandoned has exploded with tremendous visual flare.

The story too is a fun one. Instead of a kid looking to make a name for himself in various crime circles like it was in GTA3, this game places you in the shoes of a Russian immigrant lured to the streets of America by a cousin that tells some very tall tales about how great life is. From the little I’ve played I’ve managed to learn that the main character has been a soldier in a war and has done things he’s not proud of, but that he honestly seems like a good guy over all. Trying to survive and carve out a place for himself in America places him in the path of crime in Liberty City, a place where crime is the norm.

Overall, I doubt I would rate the game as high up the rating scale as so many others do, but I do enjoy the game for many reasons and there is something to be said for the stress relief provided by stealing a cop car for the exclusive purpose of running down hookers and old ladies alike as they innocently wander the sidewalks of Liberty City. I think the game is both fun and visually appealing and grants the user an assortment of abilities to do things any good upstanding citizen would never, and should never, even think of doing in real life.

Digital Photographic Sensors

In the realm of digital photography there are tons of things that can change the quality of the picture the camera takes. Most of these things take place right within the camera. To start with, if you’ve got a lousy lens, it doesn’t matter if everything else is great because light hitting great stuff will have been ruined before it got there. From the other direction, the same problem can exist. If your sensor sucks, it makes no difference how pristine the image is when it hits it. Besides that, the quality with which the camera plays with the data it gets has a huge bearing on the final output as well. That can mean how well the camera does its ISO noise reduction, how good the JPEG compression algorithm it uses is (or if it’s used at all), methods of analog to digital conversions, and so on.

The two main types of sensors in a digital camera are CCD (Charge-Coupled Device) and CMOS (Complementary Metal Oxide Semiconductor). The differences between the two are huge, and arguments about which is better abound. The basic idea of both is to collect light and spit out a bunch of data in the form of a photograph. The similarities between the two almost stop there.

A CCD typically has a single “drain” point. Through that spot all of the data for the entire picture must be passed. The kicker is how that data ends up in that spot to be drained and the form the data is in when it is drained. Each row of the image actually cascades across the entire sensor into a holding row (which is sometimes the last row in the image itself) and then across that row to a single dot. All this shifting of charge is done as actual voltage signals based on massive input from a battery and signal strength data from each pixel of the image. Also, as voltages are shifted across the sensor, data of previous pixels can remain slightly and end up added into the latest shifted row. This can result in smudging within the picture or famous side effects such as “purple edges.” The advantage is that all data is uniformly interpreted through a single drain which has what I like to call a “single opinion” about how each color looks. The disadvantage is that to access any single pixel the whole sensor must be flushed. When the data leaves the chip it is no where near ready to be stored in an image file destined for a printer or computer as all we have is a stream of voltages. These voltages need to go through conversion chips to handle all the steps of converting them into digital data.

A CMOS sensor on the other hand has a drain for every single pixel in the image. The side effect of this is that there are loads of bits of circuitry for every single pixel. As it turns out, this is ok due to sensor creation processes that are identical to the creation of the processor in your computer. In some cases, each pixel has it’s own amplifier to further complicate what is happening at each pixel. The advantages are that data never needs to be forced across the whole sensor to be drained (effectively eliminating any problems of smudging) and that each pixel can be accessed individually (meaning the whole sensor need not be flushed to access it), and the power consumption is usually on the order of 1/100th of a similar CCD. The disadvantage is that every single pixel in the camera can have its own opinion about how it looks. Meaning, what is blue to one pixel may be a vaguely purple shade to the one next one down the line. This means seriously complex noise reduction must be done to end up with a clean image. The output of a CMOS sensor is data that can almost directly be stored as an image since all of the conversions take place right in the sensor. This also usually means there are very few required supporting chips and you can expect tremendous battery life.

Every camera I’ve ever owned has been a digital one. Every digital camera I’ve owned up until now has been a point and click style with a CCD. My current camera marks my first steps into the world of dSLR (Digital Single Lens Reflex) and my first CMOS sensor. To the uninformed dSLR represents the “professional” grade cameras that are bulky, support interchangeable lenses and have amazingly high price tags. To me it is the flexibility to choose my own optics for each situation. It’s exciting times from the perspective of photographic freedom, but I’m still learning the finer points of how to use the camera. Some would call this user error, but I think it’s actually more along the lines of user perception. With big complicated lenses comes new photo characteristics and that means that in general I’ve found fewer things to be in focus when the picture is taken.

Standard point and click cameras tend to be equipped with a lens that produces pictures with massive depth of field. With better lenses on a dSLR comes control over depth of field. The reality and learning curve required to identify that which is muddy looking and that which is simply out of focus due to not being in the depth of field is part of what I’m coming to terms with now as I adapt to my new photographic potential.

Deer in Headlights

It all started with an innocent purpose of a late night pizza from a local pizza place. Local out by me means a 6 minute drive through hilly, curvy, back roads with loads of forest and an occasional small farm. A nice little drive for a delicious pizza dinner.

I have always been careful when driving in this area because there are deer everywhere. On my own street there is an equestrian club with sprawling fields that I’ve seen as many as 20 deer at a time during springtime evenings. Almost every night when I go anywhere I see at least one.

On this particular night, no amount of careful driving, swerving deftly or slamming of breaks managed to save the trip. The deer, while playing the role of an animal content in standing still on his side of the road, didn’t fool me even with the fact that he was tucked away in the opposite lane. There was an instinctive slamming of breaks and dodging to the outside edge of my side of the road at a mere glance of the beast. Apparently in an animal with such an amazingly dense body, the brain matter fails to be quite as capable because it saw a swerving, slowing vehicle coming down the road well away from its position and immediately thought “Wow, cool! I should run in front of that.” And so it did.

The actual event happened remarkably quickly. I would even argue that it happened about as fast as a deer can run, roughly. I freely admit a potentially skewed bias as the observer from inside the car and behind the steering wheel, but this was definitely a large deer. The good news in that is that it wasn’t a fawn, the bad news is that it was both more massive and tougher. Since the back roads have a speed limit of 30 mph and I was honestly going about that when I saw the deer, the impact was destined to not be a horror show. The anti-lock breaks were buzzing away and the car was slowing fast when the deer managed to get in front. I’d estimate 10 to 15 mph was the final impact speed.

Simple physics tell us how much energy a 3200 pound car has at even 10 mph, and how much velocity that translates into in an average 150 pound whitetail deer. The deer flew out of sight above the car and landed to the side of the road in a heap. I believe the translation of energy in an upward direction may have saved both the deer’s life and reduced the damage to my car. Picture shoveling snow for an understanding of how ramps work. My car was still running, now completely stopped, and both headlights were still working. I decided my evening did not need the view of a potentially nasty bit of carnage, so I drove off to complete my drive home.

Once in my own driveway, I walked around my car and thankfully discovered that there was no blood on my car. In its place was a very cracked and damaged driver’s side headlight dome complete with a mangled turn signal light inside, a slightly bent license plate, a bent and banged up hood, and bunches of deer fur wedged in as many places as the front of my car could offer to wedge it into. The good news here is that the damage wasn’t all that bad, and that the pizza had survived the rapid breaking.

The next morning, I drove down that same road on my way to work and was rather happy to see no deer on the side of the road. I firmly believe that while I may have beaten it up pretty badly, and that it may die sooner than was in its original plans, I didn’t kill it on the spot and that makes me pretty happy. Since there aren’t all that many hungry wild animals out in the suburban landscapes of Connecticut, I suspect it wandered off under its own power after the daze wore off.

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