The graphics look cartoony because they were rendered in 3d. The results
of rendered objects rarely look as real as Real photographs. When rendering
in 3d, many times there is a lack of color depth and they do not render enough
simulated light rays in order to save render times.
LCD's have come a Long way. While I used to hate them because of
stationary blurriness, ... todays new LCDs are astounding. Im using a
37" sceptre 1080p (1920*1080) for my PC monitor. Its crystal clear and
the color is just about as good as my 17" crt. Its very hard to see any
difference between the two... and I have a very good eye for such things.
The biggest problem with LCDs is making sure you are using the Native
resolution of the LCD. Otherwise, it has to use a hardware scaler.. which
usually is poor at conversion, and blurs and distorts the images.
Also, one must usa a DVI connector - or the HDMI connection.
Mine has a DVI to HDMI cord included. Using the VGA DSub connection
looked horrible on the thing. DVI was 1000% better in color and clarity.
I wonder if the Ultrapin is using DVI. I doubt that thier LCD was 1080p res...
and honestly, I wouldnt take anything less that that... as the pixels are so
small they are barely visible.
This particular model does have a slight blurr when there is a lot of fast movment...
however, its over a year old, and its not a top of the line model. The new models
have much faster responses and greater contrast ability. The problem will most
likly be cost in all areas.
To do photo-realistic rendering would take a ton of time and money... as well
as possibly still looking less than optimal. Doing a true 'photographed' version
would be awesome.. but that too is time consuming. For great example,
of photo results, see Microsofts 'Pinball arcade'. (from what i can
recall) Adding a better LCD will come down in cost in time.. but for now, it
may be too expensive to justify to add a top of the line model.
I also wish there was an option for selection of a Top view instead of
the faked perspective. (unless they could get stereoscopic 3d to work
well

)
Another thing that Really bothered me about the machine (I played it at the
Rochester gameroom show) was that there was no 'feeling'. Strange
as it may sound, when you hit the flipper button and do not Feel a
thump from a coil... it really feels like you are playing a video and not
a pin. Adding 3 live coils would be much better. One located near
each side of the cab for flippers, and one somewhere else to simulate
jet bumpers, kickers..ect. Sound alone just doesnt cut it.
I believe they could resell the feedback units to PC users too,
to use in thier home controllers. Same for the push/tilt
sensors and plunger interface.
The cartoon like looks did detract from the experience tho. As there
were plenty of real pins to play, and they looked so much better.
The physics were a bit off. They were decent... but the games
were much easier than thier real counterparts. The ball was much
more predictable, and controllable. Peoples ball playtime was very long
as a result.
There was a lot of light glare too. They probably should add a polarizing
film on the playfeild glass to help keep the feilds from glare.