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I see what you're saying, and I'm trying not to say that specifically viewing content the way it was designed to be viewed is categorically "right". I don't think concepts of "right" and "wrong" play into this. But, at the same time, I think it's important for people to at least be aware of how the images they're

I don't think my opinion is really that far off from yours in general. I'm more wishing this scenario had been designed better, rather thank asking the creators to allow me to complete the game in any way I choose. So, instead of me being stopped from activating the switch early, the switch could have been placed in a

The point I'm trying to make is that I wasn't actually trying to make my own story. I was just playing the game how I thought I was supposed to. At no point did I intend to run into a wall or expect that I would be prevented from progressing. When I tried to turn off the power switch initially it was because I

Logically, I, as the player, had an interest in that box as soon as I traced the obvious line from the alarm system to it. I solved the same "puzzle" Drake did in virtually the same conditions he did, but because I didn't think it made sense to wait until I moved closer to the alarm system in order to deactivate it, I

This stupid thing. The first time I played the level, I spotted the alarm ahead of time, traced its power cable to the junction box, and attempted to turn it off to no avail. Nothing happened. Confused, I simply walked forward, towards what was obviously an alarm system I shouldn't be walking into, and triggered a

Some Blu-rays now come with some calibration tools as well. THX includes special images and video files on some releases that can help people to optimize their displays before playing the movie content.

The motion interpolation features usually introduce more input lag into the system as well. So, if you're playing games that require split-second reaction times you might notice a more delay if they're not turned off.

I'm not sure I'd explicitly describe a lack of realism perpetrated by the framerate of a piece of video content to be a flaw inherent in the LCD screen that is used to depict that content.

I'd imagine a lot of that low-key darkly-lit style is made to look worse when combined with compression algorithms optimized for brightness information and displaying limited color pallets. It's not as much of a concern in the theater where the digital cinema packages use crazy high quality files that are never made

Maybe it depends on the motion interpolation system being used, but every system I'm familiar with adds frames where there are none by warping the image and guessing at the intermediary information. That's different than rendering 24p at 120 Hz with each frame lasting for five screen refreshes. A display with a

If it's supported natively by the Blu-ray content (it varies from movie to movie), then sure that's definitely what you want to use. I think the OP was talking about further modifications on top of that, like adding artificial echo effects, bass boosts, or fake surround sound effects.

While I too lament the loss of a lot of the plasma display market, display technologies are not what this article is about. Many of the most modern plasma sets have plenty of the distracting bells and whistles mentioned here enabled by default as well. This article is more discussing proper calibration and color

Apparently this version will have the in-app purchases stripped out, so you might be in luck. On the other hand, it'll be the regular price of a 3DS game at about $33... so depending on how much you may have spend in the first place it could end up being more expensive.

Touch Kirby: Super Rainbow

That could easily be rectified by simultaneously hiding the hard mode option deep in the menus and making the option to turn off the hard mode very visible and easy to find. Also, generating a warning pop-up when enabling it could be useful. Another idea could be to prompt a player who repeatedly fails challenges in

Ah, it's interesting that UE facilitates that. I've no experience with video game engines like that, but I have worked with color grading, LUTs, log gamma curves, etc., in terms of regular digital video.

He's doing a bit more than that, though I'm sure he adjusted some levels in the process. It looks like, especially in the other example Myhill posted, that he's also selectively adjusting contrast, saturation, and color tone depending on the subject matter.

Maybe in this case they used a real camera. When you're dealing with real cameras and lenses, you also have to deal with the single ideal plane of focus that they create. If the camera's lens is focused on that television (which, as others have pointed out, is very far away) the GamePad will naturally be blurred in

Yeah, after looking at it again, I totally think you're right. The dimensions of the GamePad look the same as the existing one; the only difference is that the screen seems to have expanded a bit.