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Merge[edit]

It looks like we have two articles about the same thing. JMP EAX (talk) 14:03, 4 August 2014 (UTC)  Done[reply]

Last sentence is gibberish[edit]

As a non-expert, I am completely at a loss to understand the final words of the article: " . . . to a degree that is far more realistic than and compensating computer-graphics' degree of realism". I'm not making sport of this, I actually wish I could understand what this means. Israelgale (talk) 02:18, 25 February 2016 (UTC)[reply]

Copy edit[edit]

I have done a complete copy edit. If agreed, the tag at the top can be removed. Pursuedbybaer (talk) 15:42, 20 December 2017 (UTC)[reply]

Suggestion[edit]

The motion capture film Beowulf is mentioned—should more recent examples such as Avatar and the upcoming Ready Player One be mentioned? Pursuedbybaer (talk) 15:42, 20 December 2017 (UTC)[reply]

External links modified[edit]

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"History" is not accurate[edit]

History currently says that the first experiment was the Catmull hand. But the Sword of Damocles experiment, https://en.luquay.com/wiki/The_Sword_of_Damocles_(virtual_reality), was in 1968 (started '66) and that showed wireframe 3D graphics *on a VR headset*. — Preceding unsigned comment added by Hamishtodd1 (talkcontribs) 14:52, 13 February 2019 (UTC)[reply]

first major advances to realtime were in simulation[edit]

article misses some key history on realtime rendering. Simulation by 3 main companies Evans and Sutherland, Link Flight Simulation and General Electric were actually some of the first applications of realtime rendering. They created flight simulators for commercial and or military applications that required realtime rendering in the 70s/80s that predate a lot of the usage in video games at a time when the consumer world was mainly dealing with prerendered graphics. there is a lot documented on this in IEEE, aviation journals and academic citations. 4.15.127.134 (talk) 01:46, 18 June 2024 (UTC)[reply]