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[ars] How close are we to truly photorealistic, real-time games? - Page 5

post #41 of 111
Quote:
Originally Posted by Phaedrus2129 View Post

Code obfuscation just slows hackers down, it doesn't stop them. smile.gif
The programmer I mentioned is a former blackhat who wrote and sold game cheats, especially for Source but for other games/engines as well. He knows all the tricks of the trade, and what methods are effective at stopping cheats and which aren't. Obfuscation just slows things down, and is usually fairly obvious.

There are ways around it, many Windows applications are written in C#. Something like this: http://gpalem.web.officelive.com/SecureAssembly.html
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post #42 of 111
Better to build on a secure foundation than make a weak foundation more secure....
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post #43 of 111
Quote:
Originally Posted by DuckieHo View Post

Better to build on a secure foundation than make a weak foundation more secure....

Generally. I don't see the reflection of .net programs as a huge problem, if it was developers would never be using C#, but as it stands it's fairly popular right now (just not for video games, which traditionally stick to C++). Java is in the same boat.
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post #44 of 111
Quote:
Originally Posted by lordikon View Post

That may have been true 5 years ago, but at this point most programmers I know have somewhat of a grasp on it.
If the next-gen consoles make a large enough leap that will help PC games significantly. However, the push towards mobile games has also hurt PC development, as developers continue to try and make multi-platform engines and games that run on a large variety of hardware. Games targeting only high-end PCs are all but extinct these days, and it isn't due to lack of progress, developers are just following the trends, the consumers, and the money, and the PC-gamers are just unhappy about it, many of them bitter and unwilling to accept change.

This.
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post #45 of 111
I don't think anyone can accurately predict how soon we will reach a point in the technology world or how far we are from it....

I mean..... How can you say that we need technology 50 times better than the polygon processing capability we have now and that it will be at least 2 generations away.

Processes change, methods change, technology changes. Within 10 years we could be using a completely new form of microprocessor that handles instructions completely differently and 1000 times more efficiently than what we have now.... Or.... We may still be on the same track just getting faster and faster....

Nobody knows what new scientific breakthroughs we will be making in the near future.... Thats what makes it so exciting.

We won't be using the same methods and technology to render this sort of detail forever, so on that note..... I say the future of this technology is completely and totally unpredictable.
Edited by The_Rocker - 2/14/12 at 8:53am
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post #46 of 111
Quote:
Originally Posted by The_Rocker View Post

I don't think anyone can accurately predict how soon we will reach a point in the technology world or how far we are from it....
I mean..... How can you say that we need technology 50 times better than the polygon processing capability we have now and that it will be at least 2 generations away.
Processes change, methods change, technology changes.
We won't be using the same methods and technology to render this sort of detail forever so on that note..... I say the future of technology is completely and totally unpredictable.

It's not. Technology evolves... underneath it all, there are very rarely any revolutionary changes. People in the breakout fields generally have been working on the technology in some form for years and decades before it becomes mainstream. There are quite a few books about this.

Once entrenched in a specific technology field, it becomes more of an art form. It's hard to articulate exactly how you know things but you have "feelings" about things.
Edited by DuckieHo - 2/14/12 at 8:57am
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post #47 of 111
It is not only a matter of adding more polygons.

I think it will require some raytracing-like rendering methods in order to reach these realism levels.

Current GPUs are fast but use rasterizations techniques to render scenes.
Rasterization is only able to manage complex lighting because of a huge amount of mathematical hacks that are becoming more and more difficult to implement with that technique.

Raytracing is a more suitable technique for managing reflection and refraction, scattering, and dispersion phenomena (such as chromatic aberration).
see http://en.wikipedia.org/wiki/Ray_tracing_(graphics)

and

http://scarydevil.com/~peter/io/raytracing-vs-rasterization.html


If ever raytracing is part of the answer for photorealistic rendering then I think AMD will be better positioned with their Fusion cores since raytracing requires complex algorithms that are need CPU like instructions instead of relying only on GPU instructions we can find in current programmable sharers.
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post #48 of 111
I remember in 1998, I was 14 years old and Half-Life 1 was released. Not only were the graphics amazing for the time but it just felt so real. The AI was way ahead of most titles and it was really amazing. Then in 2000 I remember I saw a friend playing Shenmue on sega Dreamcast and I was like holy crap look at how real his hands and hair look thats awesome. Now those titles look like an underground flash based game or something compared to the games that are out now. I think that technology in the video game world advanced more rapidly from 1990 to 2000 then from 2001 to present time. Seriously back in the 90's every new release was making people say DAMN GINA! Yes they are still moving forward and it is advancing but I have not been truly set back by a new release in years compared to back then. Am I right or do you guys have a different opinion?
    
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post #49 of 111
While great gains have been made in graphical abilities of game engines, we're still very very far away from real-time photo-realistic rendered interactive games.
    
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post #50 of 111
I agree.

Its getting exponentially difficult to add more realism.

Raw calculation power doubles each time a new GPU generation is released but it's not enough to achieve the kind of technological breakthrough you are talking about.

Changes are more subtle and require lots of processing power.
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