high resolution display

darkmus - Kaiba Phone

Inspired by (x)


Joey squawked as Seto plucked his iPhone out of his grasp.

“Use this; it’s better,” he said in response, and filled Joey’s hands with a sleek, 5.45 inch by 2.65 inch pearlescent white device.

The screen glowed with a crisp Kaiba Corp logo on its staggeringly high resolution display.

“Oh,” Joey breathed.

“Go ahead. Play around with it.”

Joey tapped the logo, and it landed on a well-designed home screen.

“Bigger than the iPhone 6, 10 megapixel camera, synchronizes your gaming data across platforms, and won’t suddenly turn off when you’re trying to write an email.”


“Also has Bluetooth hologram capabilities.”

Joey hummed, impressed.

“We’ve already reached out to app developers to re-create them for the KC OS,” Seto continued. “… So we can still Snapchat,” he added with a smirk.

“This is real nice,” said Joey in awe. He was still swiping through and exploring everything. “Wait, you loaded all my pics on this already?”

“Yes, because you’re not going to use this anymore,” Seto said waving the old phone.

Joey rolled his eyes. “Is this because your iPhone randomly shut down on you that one time?”

“No,” he replied, a bit too quickly. “Kaiba Corp needed to expand into this market anyway. There wasn’t anything to handle mobile gaming properly. This phone is optimized for that.”

“Uh huh,” agreed Joey placatingly.

“Besides, mine is much better.”

Joey snorted and Seto gave him a wilting stare that had long lost its effect throughout the years.

“Fuck Apple,” Seto scoffed.

On Resolution

Some clarity on a topic that came up

A post on Neogaf brought up comments I made in an interview a little while back, wherein I was asked if Hyper Light was running at 1080p. I answered that it was intentionally at a low resolution, so 1080p was silly to even ask about for 2d games (meaning games like ours with a specific pixel aesthetic, since that was the topic). The interviewer understood the points and laughed. The comments were misinterpreted online, and a whole thread of comments came to life.

To help explain our methods, and the response to the resolution question, I thought some technical detail would be helpful.

Our game is rendered to a surface in our engine at 480x270 (270p, our virtual resolution, a 16:9 aspect ratio), which the engine then scales to the native resolution of the display (1080p, being the most common resolution of TVs now, is our typical display resolution). 

So the game is rendered in engine at a fairly low resolution, and will scale and output to your native resolution (likely 1080p), while retainingthe same sharp big pixel look - no fuzzy rubbish like YouTube videos at lower resolutions, a false equivalency that popped up. (Online videos have heavy compression and poor scaling for lower resolution content.) 

A good example of a tiny Mega Man sprite scaled up was posted in that thread:

There are some tricks for other common sub-1080p resolutions for perfect 1:1 scaling, but that can be saved for another time.

Ultimately nothing mysterious about our method of displaying a low resolution game on a high resolution display, and a common practice among other pixel style games such as Nuclear Throne and Shovel Knight (with an excellent write up of their tech living here: http://ubm.io/1mlXLP2).

On frames

Another item that popped up is frame rate: the Preview build was very hungry for memory and CPU cycles; it takes a multi-core machine with a good chunk of RAM to run it smoothly, so some experienced inconsistent frame rates. This was due to it being an unoptimized chunk of code, the nature of early builds.

Part of the point of the preview release was to see how it would run on a wide variety of machines, even in this intense form. Hardcore optimization will begin much closer to release, since we will have all of the game systems and components (the AI, layers of effects for shaders and particles, sets of enemies, music and sound) locked in.

That’s about it for now! I’m more than happy to further discussion on any of this, so feel free to email us.

Wacom Cintiq Companion Impressions

Last week I received my new Cintiq Companion, Wacom’s first truly portable drawing apparatus. I’ve been making comics on it for a week now, so I think I’ve had enough experience with it to share my impressions with you.

I opted for the Companion and not the Companion Hybrid because I wanted a full-fledged PC in addition to the tablet capabilities. It came with Windows 8 preinstalled, and while I had heard lots of bad things about the OS, it has been a better experience than I was expecting- especially when I updated it to 8.1. The tablet functionality is quite good, actually. I like the onscreen keyboard a lot more than iOS’s.

As for the hardware itself, I am impressed. The Companion feels really solid, and the various buttons and switches etc are responsive and useful. It’s compact enough to easily fit in a computer bag, and came with a nice neoprene case that also holds the stylus case (which itself is really cool). The power cord is plenty long enough and the transformer box is surprisingly compact. All in all it’s way more portable than the smaller Cintiq and perfect for travel or working in coffee shops or whatever.

The most critical thing, of course, is how it does at actually making artwork. The surface is a nice balance between smoothness and toothiness. It feels like it might be a little gripper than my big Cintiq, but I may be imagining that. The stylus is excellent. Due to the smaller screen, there is a noticeable discrepancy between the tip of the stylus and the cursor when you get to the edges of the screen, but proper calibration was easy and went a long way toward correcting this. After a week of use I hardly notice it anymore.

The overall drawing experience is good. It took me a few days to get used to working on such a small screen as I’m used to my 24" monster at home, but it was just a matter of adaptation. Pressure sensitivity is excellent, and the Companion has enough RAM to handle huge Photoshop files without any hitches. I attach a USB keyboard because I use lots of keyboard shortcuts when drawing, but if you use the express keys on the side of your cintiq you could probably work without an external keyboard. Due to the high screen resolution and small display size, user interface buttons are pretty tiny, but not unusably so.

Battery life is truly impressive, in my opinion. I can draw for three hours and only use up half of a charge.

Thus far, my only gripes are with the software, not the tablet itself. Photoshop is buggy as hell on Windows, at least compared to OS X. And Windows 8 is better than I expected, as I said, but I wouldn’t go so far as to call it a “good” operating system. Its kind of a mess, organizationally, and the disconnect between the (pretty cool, IMO) tiles interface and the standard Windows desktop is really, really clunky. The design nerd in me hates the OS, but the practical side of me says “at least it works.”

So what’s the final verdict?

I’m glad I got my Companion. It makes working while I’m away from home an absolute breeze. If you’re a professional artist who travels a lot I think its a great purchase despite the hefty price tag. It won’t be replacing my 24hd as my main work tool, and I think people looking to jump into the Cintiq pool would be better served by purchasing one of the less expensive non-tablet Cintiqs. But on the whole, I’m pleased with the product and expect to do a lot of work on it in the future.

New fighter pilot helmet delivers night vision without goggles

Fighter pilots have access to helmets with amazing abilities. However, they still have to strap on heavy night vision goggles to fly in the dark – an all too literal pain in the neck. Much to aircrews’ relief, BAE Systems wants to make that clunky headgear a distant memory. Its brand new Striker II helmet includes a night vision camera that projects its footage on to the visor’s high-resolution display, giving the pilot a good look at the outside world without the need for extra equipment. The tech should be far more comfortable during lengthy missions, especially in sharp turns where G-forces make any added weight feel that much worse.

Read More.

breathingtowerstokittens  asked:

Along the lines of feedback from the I love charts site: the photos are really hard to look at because they're so huge that I can't view a single photo in my browser without shrinking the zoom to less than 100. It wasn't a problem the first week, but I remember having that problem the last time you posted there. Otherwise, your comics are lovely, and I'm glad you're well enough to post again <3

If you hover over an image, you’ll see a little magnifying glass. Click on the image and it will center and resize it to the maximum width and height your browser can display. So if the images are too big, it will size them down. If you have a high resolution display it will show Chris’s art in MAXIMUM DEF!