History Main / OurGraphicsWillSuckInTheFuture

26th Jun '17 12:33:40 AM Shieldage
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See also CosmeticallyAdvancedPrequel, ExtremeGraphicalRepresentation, HolographicTerminal, MagicFloppyDisk. Related to ScienceMarchesOn and TechMarchesOn.

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Often Invoked to avoid being a CosmeticallyAdvancedPrequel.

See also CosmeticallyAdvancedPrequel, ExtremeGraphicalRepresentation, HolographicTerminal, MagicFloppyDisk. Related to ScienceMarchesOn and TechMarchesOn.
12th Jun '17 1:02:13 PM BatmanKalEl
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See also ExtremeGraphicalRepresentation, HolographicTerminal, MagicFloppyDisk. Related to ScienceMarchesOn and TechMarchesOn.

to:

See also CosmeticallyAdvancedPrequel, ExtremeGraphicalRepresentation, HolographicTerminal, MagicFloppyDisk. Related to ScienceMarchesOn and TechMarchesOn.
3rd Jun '17 10:55:59 PM Brawny
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->''"We've got screens figured out '''now'''. What happens in the future that makes them worse?"''
-->-- '''Graham Stark''', ''WebVideo/{{Unskippable}}''
2nd May '17 6:13:11 AM ScorpiusOB1
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Added DiffLines:

* The [[https://www.youtube.com/watch?v=K-eXQevSDzQ intro]] for the UsefulNotes/SegaMasterSystem version of ''Super'' ''Videogame/SpaceInvaders'', even if the game takes place in 2073, features CRT-like graphics.
20th Apr '17 7:21:25 AM Khathi
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** [[WordofGod Word of God]] has hinted that the "Universal Century" (the [[AlternativeCalendar main timeline]] of Gundam) begins in the mid-2100s. Given that the [[Anime/MobileSuitGundam first TV series]] was produced in 1979, five years before the Apple Macintosh debuted with a built in GUI, it's not surprise that they didn't show advanced [=GUIs=] beyond handrawn line images.

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** [[WordofGod Word of God]] has hinted that the "Universal Century" (the [[AlternativeCalendar main timeline]] of Gundam) begins in the mid-2100s. mid-2100s, putting the original series into the early 23rd century. Given that the [[Anime/MobileSuitGundam first TV series]] was produced in 1979, five years before the Apple Macintosh debuted with a built in GUI, GUI,[[note]]First experimental [=GUIs=] did already exist at the time, but they were created in the rarified world of bespectacled, bearded and lab-coated computer scientists working with MainframesAndMinicomputers, and had yet to enter the public consciousness.[[/note]] it's not surprise that they didn't show advanced [=GUIs=] beyond handrawn line images.
3rd Apr '17 12:42:39 AM Khathi
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Added DiffLines:

* Modern tactical displays honestly ''do'' look a lot like computer screens in the ''[[Film/ANewHope New Hope]]'' the lines are much thinner and overall picture is generally much sharper, but it's still the same spartan and simplistic vector graphics with purely functional look. If the video feed is featured, it's usually monochrome footage of thermal camera or image intensifier[[note]]read night vision[[/note]], or, if a map is displayed, it's a bare vector version, overlayed with targeting reticles, unit icons, attack vectors, fields of fire, projected trajectories etc., all stark and functional, with simple alphanumeric readouts for required data. The last thing a commanding officer needs is an unnecessary bells and whistles that could introduce ambiguity or tax the preformance of their not very powerful heavy-duty hardware.
30th Mar '17 5:00:47 AM Meyers07TheTroper
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* As of the mid-to-late 2010s, UI design languages are moving towards simpler, 'flatter' appearances from sleek, opulent appearance of late 2000s to the first half of 2010s, thanks to Microsoft's introduction of "Metro" (later renamed to "Modern" or "Microsoft Style" due to trademark issues) design language in 2012. While it sparks BrokenBase among those who are used with the sleek, opulent appearance, it gives better performance even on desktops (Microsoft Aero was pretty, but it was putting load on performance), and since then, other software and IT companies such as Google (signified with the change of its iconic logo like how Microsoft and Windows changes their iconic almost 20-year old logo) follow suit, along with the overall UI design on both PC and mobile operating systems and web pages.

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* As of the mid-to-late 2010s, UI design languages are moving towards simpler, 'flatter' appearances from sleek, opulent appearance of late 2000s to the first half of 2010s, thanks to Microsoft's introduction of "Metro" (later renamed to "Modern" or "Microsoft Style" due to trademark issues) design language in 2012. While it sparks BrokenBase among those who are used with the sleek, opulent appearance, it gives better performance even on desktops (Microsoft Aero was pretty, but it was putting load on performance), and since then, other software and IT companies such as Google (signified with the change of its iconic logo like how Microsoft and Windows changes their iconic almost 20-year old logo) follow suit, suit due to the lack of design style patent, along with the overall UI design on both PC and mobile operating systems and web pages.
30th Mar '17 4:58:58 AM Meyers07TheTroper
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* As of the 2010s, UI design languages are moving towards simpler, 'flatter' appearances. The "Flat Look" is High Modernist, in the style of Scandinavian decor, Midcentury Modernism, and Frank Lloyd Wright, so it only really appeals to people who agree with the ideological premises that underlie High Modernism (Better Living through Science, Ornament is Crime, unlimited resources, infinite growth, secularism, narrow gender roles, etc.). And High Modernism looks simple, but is actually very hard to do right; within software, only Apple really does it well. (Google makes children's books and thinks they're High Modern; Microsoft is just mediocre at all this, and Metro is widely disliked, at least by fans of last generation's Aero.) But the Flat Look is easy on the battery lives of mobile devices, it gives better performance even on desktops (Microsoft Aero was pretty, but it was embarrassingly slow), and there might be other factors involved, too. One [[http://daringfireball.net/2013/01/the_trend_against_skeuomorphism theory posits]] that earlier, more visually complex [=UIs=] were designed to compensate for lower screen resolutions, and trying to scale these items up takes a lot of work or produces ugly results. (Lower screen resolutions, when these UI elements are mostly used on phones? Possibly so: mid-2010s desktops have much higher resolutions than even 10 years ago, and so do mid-2010s phones.)

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* As of the mid-to-late 2010s, UI design languages are moving towards simpler, 'flatter' appearances. The "Flat Look" is High Modernist, in appearances from sleek, opulent appearance of late 2000s to the style first half of Scandinavian decor, Midcentury Modernism, and Frank Lloyd Wright, so 2010s, thanks to Microsoft's introduction of "Metro" (later renamed to "Modern" or "Microsoft Style" due to trademark issues) design language in 2012. While it only really appeals to people sparks BrokenBase among those who agree are used with the ideological premises that underlie High Modernism (Better Living through Science, Ornament is Crime, unlimited resources, infinite growth, secularism, narrow gender roles, etc.). And High Modernism looks simple, but is actually very hard to do right; within software, only Apple really does it well. (Google makes children's books and thinks they're High Modern; Microsoft is just mediocre at all this, and Metro is widely disliked, at least by fans of last generation's Aero.) But the Flat Look is easy on the battery lives of mobile devices, sleek, opulent appearance, it gives better performance even on desktops (Microsoft Aero was pretty, but it was embarrassingly slow), putting load on performance), and there might be since then, other factors involved, too. software and IT companies such as Google (signified with the change of its iconic logo like how Microsoft and Windows changes their iconic almost 20-year old logo) follow suit, along with the overall UI design on both PC and mobile operating systems and web pages.
**
One [[http://daringfireball.net/2013/01/the_trend_against_skeuomorphism theory posits]] that earlier, more visually complex [=UIs=] were designed to compensate for lower screen resolutions, and trying to scale these items up takes a lot of work or produces ugly results. (Lower screen resolutions, when these UI elements are mostly used on phones? Possibly so: mid-2010s desktops have much higher resolutions than even 10 years ago, and so do mid-2010s phones.)
15th Mar '17 11:00:29 PM Ferot_Dreadnaught
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** Many of the diplays in The Force Awakens look more updated....except for the targeting computer of the Falcon which has the exact same Atari looking graphics it had in 1977.

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** Many of the diplays in The Force Awakens in''Film/TheForceAwakens'' look more updated....except for the targeting computer of the Falcon which has the exact same Atari looking graphics it had in 1977.
3rd Jan '17 3:43:29 AM Ulrik54
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Arguably can be [[JustifiedTrope justified]] in a scenario when functionality is preferable to looks. After all, the last thing you want to see on the screen of your spaceship's on-board computer in the middle of a crucial operation is a graphics driver error. This is TruthInTelevision in a surprising number of cases, where complex graphics are not only unnecessary, but are actually a hindrance, or even ''dangerous''.

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Arguably can be [[JustifiedTrope justified]] in a scenario when functionality is preferable to looks. After all, the last thing you want to see on the screen of your spaceship's on-board computer in the middle of a crucial operation is a graphics driver error. This is TruthInTelevision in a surprising number of cases, where complex graphics are not only unnecessary, but are actually a hindrance, or even ''dangerous''.
''dangerous''. (Although in the future, [[TechMarchesOn our graphic cards will probably be way better]])
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