Pc spiele 3d: Best Game to Test & Practice your FPS Aim

Best Game to Test & Practice your FPS Aim

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Don’t waste time waiting in queue and deploying!
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Your Personal Aim Lab Online

To test your aim benchmark your performance against other players and get the results you are looking
for. The detailed statistics and leaderboards that 3D Aim Trainer unblocked online for every FPS player
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The Best Aim Trainer — Get Better At Your Favorite
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We accurately simulate your favorite games in different training arenas to help you improve your aim. Our sensitivity calculator generates the mouse sens for you.

The Aim Practice Platform With The Most Advanced Statistics And Analytics

Benchmark yourself against real humans: test and improve your mouse accuracy, click speed, reaction
time, and tons of other performance indicators.

What Players Say About Us

3D Aim trainer helps you improve your aim, mouse control and accuracy of your shots way faster than
solely playing any Shooter.

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For Enhanced Aim Practice Experience

We deliver the perfect sync between 3D Aim Trainer and shooter games! To optimize your Aim Practice, we
help you convert and synchronize mouse sens and field of view (FOV) for hipfire and scopes (ADS).
We support all available weapons and their parameters like rate of fire, clip size and reload time. We
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Aim training is
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Practicing your
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This is crucial
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a few. Start your journey to becoming a Pro Player or a Hard-core Gamer today!

3D in Spielen: Testen Sie die dritte Dimension in Games mit PC Games-Screenshots

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A Brief History of 3D in Video Games for Dummies / Sudo Null IT News

In the 80s, the Internet and digital worlds were something mysterious and mystical, and techno enthusiasts were already thinking about the three-dimensionality of video game worlds.

I am a big fan of video games, I have been working in 3D for 15 years, but I have never seen a consistently written history of the development of 3D graphics in the game industry and decided to write it myself. Digging into history, I found a lot of funny things: for example, that the first 3D game was created using their official position by NASA scientists on the best computers of their time; how arcades came and went, how the ellipsoidal engine of Ecstatica made it possible to make characters perfectly round buttocks 94 years and more.

For 40 years, the industry has gone through all the stages of growing up — starting in its youth with a bare 3D framework (when only the edges of the model are drawn, and the edges remain transparent), today in its maturity it has given us micropolygons, ray tracing and cinema-quality graphics.

If you are interested in how technology has developed, and with it the 3D graphics of a fantasy world in reality, welcome under cat. Watch out if you’re saving bandwidth — to show the development of graphics, I rendered a gif for each new technology and they are quite heavy.

Prologue. NASA Laboratories

Fun fact, the first creators and gamers of 3D video games were NASA programmers and scientists.

Maze War is a shooter where players move through a maze, the other players are represented as eyeballs on the screen

The first 3D game was Maze War (1973) maze and kill each other. It was created on the best computers of the time — Imlac PDS-1 — priced at 8 thousand dollars (4 inexpensive cars) in their spare time two programmers working at Ames Research Center NASA . Player movements were discrete and the camera could rotate exactly 90 degrees on the horizontal axis.

Imlac PDS-1. 16bit. 8 — 16 Kb RAM with a magnetic core

And in 1975 Spasim appeared — a three-dimensional multiplayer space simulator for 32 players.

Spasim — also played on multi-million dollar hardware

The game was also played on devices inaccessible to the average person — on the PLATO computer system. Initially, PLATO was developed for distance learning, but over time it has grown into an online community with mail, chats, forums, search engines, etc.

The system consisted of hundreds of terminals located in educational institutions and was built around a supercomputer CDC Cyber ​​73, priced at several million dollars . The game ran at 1 frame per second ( 1 fps ). The game was created thanks to the advanced programming language system TUTOR .

Computer room CDC Cyber ​​170, 1986. 25 Mhz and 8 Mb RAM

Then 3D games ceased to be “exclusive of NASA secret laboratories” and the era of commercial and accessible to a wide audience of three-dimensional video games began.

Forerunners

1980 — Wireframes/Vector Paths

While the concept of «home computer» was only in its infancy, and video accelerators did not exist, advanced gaming technologies were developed for arcade machines . The release of the 3D game was made possible thanks to the MOS Technology M6502 (1.512 Mhz) processor, and the use of the Math Box coprocessor. Their performance made it possible to render the simplest kind of three-dimensional graphics — wireframe .

Wireframe. Display only edges, edges remain transparent

In 1980, Battlezone from Atari was released on arcade machine . From the first person, the player controls the tank and shoots at other tanks moving around the three-dimensional battlefield.

Thanks to the novelty of the gameplay and 3D graphics, the game was popular for a long time and was later ported to the Atari 2600 in 1983 , and later to other home game consoles, and also received a remake in 1998. The game looked like a digital Internet world of the future in 20th century science fiction (nowadays this visual style is called retro wave).

This was the beginning of the birth of video game three-dimensional graphics.

1983 — Filled polygons

The next step in natural development was to move away from the abstract polygon mesh, and make the polygons look like a surface.

Shaded polygons. The polygons are filled with color and a flat shadow model is applied. The goal of the game is to complete 126 levels by repainting the red squares blue, destroying the shield and Big Brother’s eye. Upon the release of I, Robot received negative reviews from critics and did not recover its development costs. Approximately 750-1500 machines were produced, some of which have survived to this day. The slot machines for this game are now a rare collector’s item, and the game has received belated recognition for its innovative 3D graphics.

The arcade machine for I, Robot, used an 8-bit processor Motorola 6809 , with a power of 1.5 Mhz .

1985 — Scalable sprites

Scalable sprites. 2D sprite grows or shrinks depending on the distance of the object from the camera

0022 is a fast-paced 3D shoot ’em up third-person shooter set in a surreal world filled with vibrant colors.

You can clearly see how much detail was lacking in 3D games of those years, because some developers used «fake 3D» using scalable sprites.

To create a sense of 3D depth, the sprite was scaled up or down depending on the distance of the object from the camera. Although it was not fully 3D, it was already a 16-bit picture requiring good performance. In the heart of the machine were installed two 32-bit processor Motorola 680×0 with a capacity of 10 Mhz , and Yamaha YM2203 (4 Mhz) was responsible for the sound.

Like previous games, Space Harrier was eventually ported to Sega 32X, Sega Saturn, Sharp X68000 home gaming systems, and later shipped as part of Shenmue for the Dreamcast and Xbox.

Space Harrier (1985) shines with its detail against the 3D games of the time

1994 — A great year in the development of video game 3D graphics

1994 was the year when home gaming systems became powerful enough to drive the progress of gaming 3D. Video game graphics begin its journey towards photorealism.

Since polygons are essentially planes with straight edges, in order to create a sphere from polygons, it was necessary to decompose a huge number of planes over a spherical surface.

Gouraud shading method appears, which smooths color transitions between polygon faces. The color of each polygon is interpolated between vertices, making the object look smooth even with a small number of faces.

Gouraud shading. Smoothing color transitions between polygon faces

This allowed objects without hard edges to realistically respond to light. Star Wars: Tie Fighter (1994) was the first game to use this method. It was released on a home computer running MS-DOS 4.0 and required a intel i386 processor with a frequency of 12-40 Mhz and 2 Mb RAM .

Star Wars: Tie Fighter (1994)

In the same year, the first generation of consoles capable of rendering 3D was released: Nintendo 64 and Playstation .

Nintendo 64 — CPU NEC VR4300 (93.75 Mhz) Auxiliary processor for processing graphics and sound «Reality Co-Processor» (RCP) divided by 62.5 Mhz inside into two main components — «Reality Drawing Processor» (RDP) and «Reality Signal Processor» (RSP). The components communicate with each other via a 128-bit bus with a bandwidth of 1.0 GB/s. RSP is an 8-bit integer vector processor based on MIPS R4000. It is microcode-programmable, allowing the processor’s functionality to be greatly modified, if required, for different types of work, accuracy, and loading. RSP performs geometric transformations, cropping, lighting calculations, triangle processing, and has a throughput of about 100,000 polygons per second .

Playstation — CPU — MIPS R3000A Compliant (R3051) 32-bit RISC microprocessor running at 33.8688 Mhz RAM 2 MB + Audio RAM — 9002 + Video RAM — 512 Kb . What allowed to get real performance: 360,000 polygons per second / 180,000 textured and lit polygons per second .

In high-profile promotional materials of the time, marketers promised level 9 graphics0021 Toy Story in real time. In fact, due to the power limitations of fifth generation consoles, 3D had a constant twitching effect. The console did not have enough resources to freely move polygons in space, and there was a virtual 3D grid-table, to the cells of which polygons were attached. When an object or a camera moved, the vertices jumped and were magnetized to the nearest cell of the virtual table from the expected geometry.

There was a virtual 3D grid-table, to the cells of which polygons were attached. Therefore, a feeling of twitching surfaces was created.

Nevertheless, fifth-generation consoles raised the bar for home video game graphics and launched the 3D trend with Need For Speed, Tekken, Super Mario 64 .

Still 1994. Ecstatica — ellipsoid engine

While everyone was practicing the now traditional method of polygonal 3D, Andrew Spencer writes an engine in which everything is made up of ellipsoids. This is how the survival horror game Ecstatica appears.

The ellipsoidal approach made it possible to get rid of the angularity of low polygons. But it gave rise to the opposite problem — hard edges were now created by a huge number of ellipsoids closely spaced to each other. Nevertheless, such a “rounded picture” surprised with its detail and was perceived as an independent visual style.

Ellipsoidal slider. An exotic approach to creating 3D from spheres rather than polygons.

Ecstatica worked for MS-DOS and required the intel pentium (60 Mhz) processor.

Maturity. The era of shaders and video accelerators

The productivity of devices grew and the development of render technologies continued in several directions:

  • Increase in the number of landfills and texture resolution: in 1998 , in Tomb Raider III , textures 64×64 PX were used, and in 2016 in UNCHARTEDDDE px .
    If in 2001 the Master Chief in Halo had a model of 2000 polygons, then in 2017 in Mass Effect Andromeda about 60000 polygons. But not only the number of polygons and texture resolution affect the final image.

Texture resolution difference between 1998 and 2016. On the right, you can see that several different maps have been used for one shader.

  • Post-effects came from the cinema (effects that are superimposed on the image already on top of the rendered frame): such as overlaying glare-fliers, vignettes, inversions, tone mapping, color grading and other effects. Also from the cinema comes “layer / channel rendering” with saving frames with information about depth, movement, shadows in the buffer. An excellent article on how it works in GTA V: https://habr.com/en/company/ua-hosting/blog/271931/
  • Improved «shaders» — mini programs that determine the characteristics of surfaces. At first, all information about the material was in one image texture: shadows, highlights and micro-details were saved in one image. Therefore, the surface did not react to the movement of light sources or the movement of the camera.

Then the shaders became more complex and separate maps appeared for different surface characteristics: a normal map (creates a relief that reacts to lighting as if it were volumetric details), a specular map (creates places on the surface with different gloss intensities), a glow map (creates glow spots on the texture ), and reflections (creates a reflection that changes dynamically depending on the camera position), etc.

Shader 2000 (simple color texture), and shader 2006 (details on the stone reacting to the angle of incidence of light, fake reflections on the spheres, soft shadows)

Next, several years of improvements to existing technologies: alternatives to the Normal Map in the form of a Parallax map, which make volumetric texture elements even more realistic, screen space reflection is being improved, AO, Physically Based Rendering, etc. appear. And then the next evolutionary step happens — ray tracing.

Ray tracing. A render method that calculates the actual behavior of light and reflections.

Ray tracing (ray tracing) in PC games is a solution for creating realistic lighting, reflections and shadows, providing a higher level of realism than traditional rendering methods. The Nvidia Turing and AMD Radeon 6000 are the first GPUs to offer real-time ray tracing. They are helped in this0021 neural networks and artificial intelligence , because pure performance, unfortunately, is still not enough to render at a sufficient resolution.

Demo Unreal Engine 5 is coming out soon, launched on Playstation 5 and demonstrates that in real time you can calculate not only light, shadows, but also proxy geometry and there are so many of them that they look like noise). Previously, as a rule, a high-poly model was first created, then some of the details were saved only in textures, and the number of polygons was reduced as much as possible for the benefit of optimization.

A little more than 40 years from a bare polygon mesh, the video game industry has come to a real video realism .

Unreal Engine 5 demo.

Particularly impressive when the mesh is turned on. Compare it to the grid in Battlezone 1980

Epilogue

What’s new to expect in video game graphics? The industry has matured and, unfortunately, technology has lost its mystique. Game graphics have been chasing movie graphics for the past 20 years. Gradually, technologies from the cinema came to real-time rendering. Rendering a frame took hours — now it takes 1/60 of a second. Video game technology has caught up with film technology and, in some ways, it can be said to have surpassed it. There is a well-known example of the Mandalorian series, which used the Unreal 4 video game engine. The circle is closed.

Technology made available at home — now everyone can make Hollywood-class video games and special effects. And isn’t that fantastic?


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What are 3D games

Despite the many genres of games, their basics are about the same.

At the heart of any game is a program that controls all the objects on the screen. To simplify, a separate miniature program code is written for each task — script . So that the coin can be picked up, one script is written. So that it gets into the inventory and is displayed on the screen is another. Well, for the character to move at the touch of a button — the third one. Most scripts have a simple structure and describe what will happen if … (For example, if the player’s health is less than zero, the Game Over menu appears). But there are also complex scripts that communicate with each other or cause entire chains of events.

Scripts are written in one of the programming languages ​​(for example, C# ) are processed by the game engine and finally assembled into one large program that controls the entire game. The game engine is the main tool for the game developer. It stores all the data used in the game — scripts, characters, obstacle models, sound effects, particles (explosions, sparks, weather), animations and everything else used in the game. In a game engine such as Unity , you can place objects on a virtual scene and track how the current location changes in real time. From the engine, you can start the game, and if something goes wrong, stop and fix the errors. With the help of post effects in Unity, you can create a unique atmosphere of the game — make a dark horror, a dynamic shooter, or a bright arcade.

All games have graphics. If the game is 3D, then these are 3D models. If flat, then 2D sprite pictures.

3D models for games are created in 3D editor . Each model requires an individual approach. Trees are created in one way, landscape in a second way, and characters in a third way, and all methods are very different from each other. Blender — a program that allows you to create anything. It has a wide range of tools and is designed to work with different types of 3D models. It includes all the necessary functions to create 3D models for any need. AT editing mode creates solid objects, various obstacles and obstacles. The sculpt mode is primarily used for character and organic modeling. With the help of curves and additional tools, you can create entire locations — everything that your imagination can do. Next, the models can be painted using textures , making the game brighter and more realistic.
Almost all games have dynamic objects with animation . It is also created in a 3D editor. All movements are sequentially recorded in the timeline, where they are then edited and called under the met conditions (For example, if you press the space bar, the character will jump and the jump animation will be displayed). Conditions are described by scripts. Also, do not forget about optimization — intentional simplification of 3d models for better game performance. If there are a lot of models in the game and all of them are highly detailed, the game will freeze, lag and slow down. Therefore, models in games are often angular, especially if a lot of different objects are used at the level. When there are all the necessary 3D models, the necessary animation, music, sounds are added, and all this is held together by the program code and plot, the developer only has to choose the platform for which game created. The platform is what you can play the game on — a computer, mobile phones and tablets, consoles (PlayStation, X-Box, Nintendo).