Talk:Virtual camera system
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| Virtual camera system has been listed as one of the Video games good articles under the good article criteria. If you can improve it further, please do so. If it no longer meets these criteria, you can reassess it. | |||||||||||||
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| Current status: Good article | |||||||||||||
GA Review
edit- This review is transcluded from Talk:Virtual camera system/GA1. The edit link for this section can be used to add comments to the review.
GA review – see WP:WIAGA for criteria
- Is it reasonably well written?
- A. Prose quality:
- B. MoS compliance:
- A. Prose quality:
- Is it factually accurate and verifiable?
- A. References to sources:
- B. Citation of reliable sources where necessary:
- C. No original research:
- A. References to sources:
- Is it broad in its coverage?
- A. Major aspects:
- B. Focused:
- A. Major aspects:
- Is it neutral?
- Fair representation without bias:
- Fair representation without bias:
- Is it stable?
- No edit wars, etc:
- No edit wars, etc:
- Does it contain images to illustrate the topic?
- A. Images are copyright tagged, and non-free images have fair use rationales:
- B. Images are provided where possible and appropriate, with suitable captions:
- A. Images are copyright tagged, and non-free images have fair use rationales:
- Overall:
- Pass or Fail:
- Pass or Fail:
Overall this is a small article, but nicely sourced. I did a few quick tweaks to it prior to this that I think help it. I would suggest steady expansion, but definitely keep up the good work.--Kung Fu Man (talk) 18:40, 10 July 2009 (UTC)
Article not broad enough?
editFrom this article's current version
- A virtual camera system aims at controlling a camera or a set of cameras to display a view of a 3D virtual world.
With respect to 2D games, why should virtual camera systems be constraint to 3D virtual worlds? Games such as those from the Sonic the Hedgehog Mega Drive series and other 2D plattformers have nontrivial game view tracking and related considerations, especially when it comes to performance considerations such as game simulation updates outside of the current view. --Abdull (talk) 23:07, 4 October 2010 (UTC)
Virtual camera
editI recently added a small new section on a physical 'virtual camera'. I noted that Virtual camera redirects to this article, as does a link at the article Avatar (2009 film), which specifically refers to the 'virtual camera' I am talking about in this new section. Just wanting the opinions of other editors on whether this new information belongs at this article or if it should have its own article. Freikorp (talk) 12:25, 25 February 2015 (UTC)
Inverted axis
editI feel like there should be a section about Inverted camera controllers in video games. However, I can't seem to find any documentation about this aside from forums, but I feel like this is a big topic that alot of people talk about so I would to see more information about it. Pago95 (talk) 11:54, 8 August 2019 (UTC)
Mario 64 camera system image
editSomeone keeps replacing the original Mario 64 camera system image with a very similar image, but just slightly inferior (instead of showing a full rotation, it shows a partial one). Not sure why this other image was created - is there any rational for this? For now I'm restoring the previous image. CB (talk) 19:26, 12 January 2025 (UTC)
Subject not properly defined and AI’s role is being unduly highlighted
editI am a game developer so I’m personally at a loss to what this article is trying to define as a “virtual camera system”. It seems to me that there’s a fundamental misunderstanding of graphics rendering here where it’s assumed all the code which may “choose a shot” lives in one place and is being attributed to the object of a camera or a supposed system which handles cameras in an engine. This is most egregiously evident in how machine learning is highlighted. As the “shot choosing” behavior which this article fixates on can happen at almost any level of the graphics pipeline, completely independent of the camera object. See DLSS3 and DLSS4. Both hardware level technologies which add to the series of frames or ‘shot’ using transformers and neural networks. To the article’s definition of a virtual camera system would this not also be a part of the system? And as far as I understand a camera is never responsible to ‘select frames’ the notion that you have the computing power to render a frame and then decide if it arbitrarily looks good with an all mighty “AI” is absolutely absurd.
This article is simply a poorly researched and defined topic misconstruing academic research for common practice. I would argue to close the article at this point as different Wikipedia pages better articulate how game cameras capture and send game data through the graphics pipeline to then be rendered into frames. And from what I saw in the edit history it looks like bots are polluting this page with misinformation stretching the truth of how game camera behave and operate with hallucinating an over importance on machine learning optimizations and where said optimizations even live. ~2026-31953-21 (talk) 02:32, 29 May 2026 (UTC)