The Move To HD (2003)

With the increasing processoring capability of both CPUs and GPUs, we are starting to see a paradigm shift in the visual quality that can be presented in games scenes.

Before, we used to run time-intensive applications to precompute the static lighting and shadowing in the scene, but now, we can employ new algorithms that allow these contributions to occur in real-time and be fully dynamic, bringing a new level of visual fideility.