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[ars] How close are we to truly photorealistic, real-time games? - Page 7

post #61 of 111
Quote:
Originally Posted by DuckieHo View Post

Ray-tracing would actually solve that as a side-benefit. The rays have to be aware of surfaces to work.

Good to know. I actually don't know much of anything about game development, I just know what I don't like lol. rolleyes.gif
post #62 of 111
Quote:
Originally Posted by MagicBox View Post

Pre-emptive thinking saves you a lot of trouble. It really isn't so hard as you make it sound. Your first comment is outdated as well as parallelism development is fully supported by VS2010; .NET 4.0 framework which has been around for quite a while now.

Of course, but the point is that multithreading increase complexity exponentially. There are more possible states which leads to more possible test scenarios. Contention and state machine considerations are not issues with single-threaded processes.
Edited by DuckieHo - 2/14/12 at 10:56am
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post #63 of 111
Quote:
Originally Posted by Phaedrus2129 View Post

The bottleneck is not computing power, but human time, effort, and money. It simply takes too much work to make a truly photorealistic scene (in terms of modeling, texturing, light mapping, design, programming, compositing, testing, tweaking) for it to be economically viable.
A good start to overcoming this is to have a huge, free (or cheaply licensed) model repository with no copyright restrictions whatsoever, that any modeler can contribute to and that companies are encouraged to add to. This should help a *great* deal with many of the common items that are found in environments, without the need for artists to build them from scratch each time because existing models are not available or have to be licensed individually at great cost.
I crap you not, I had this idea over 7 years ago. I was going to call it "The Repository" with a capital T.
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post #64 of 111
Gran Turismo 5 in photo mode or on-the-go photo mode can produce EXTREMELY convincing results. Perhaps a properly coded GT6 game on a PS4 could produce real-time, fully playable versions of that at the usual 60fps 1080p.

Below is a picture in GT5 i took myself that i found quite convincing.

338
    
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post #65 of 111
Quote:
Originally Posted by icanhasburgers View Post

Gran Turismo 5 in photo mode or on-the-go photo mode can produce EXTREMELY convincing results. Perhaps a properly coded GT6 game on a PS4 could produce real-time, fully playable versions of that at the usual 60fps 1080p.
Below is a picture in GT5 i took myself that i found quite convincing.
338

But the thing is that the car is a static object. It's relatively easy to render static objects and then overlay shadows and reflections. There's still a massive lack of detail, even though the car looks pretty decent. There's lots of gloss and reflections on the car's surface, but what happens when you, say, it an object with the car in-game? Does the damage look photo-realistic (is there damage in the game? I haven't played it, so I don't really know).

Keep in mind, the car is only a small portion of the game's world. The world still looks very unrealistic.
    
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post #66 of 111
Quote:
Originally Posted by dzalias View Post

I crap you not, I had this idea over 7 years ago. I was going to call it "The Repository" with a capital T.

This already exists, places like TurboSquid do this.
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post #67 of 111
The curvature of surfaces and textures are broken, the foilage is poorly filtered, the lighting is quirky, the particle effects are flat, etc.

That is not close to photorealism. It's in the valley of "almost real but not quite so the flaws stand out drastically."
Quote:
Originally Posted by lordikon View Post

This already exists, places like TurboSquid do this.
>implying they did it right
Edited by dzalias - 2/14/12 at 11:21am
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post #68 of 111
Quote:
Originally Posted by dzalias View Post

>implying they did it right

Yea it could definitely be done better.
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post #69 of 111
Quote:
Originally Posted by Onex View Post

Basically this. Dont want to be a console hater or anything but consoles ARE holding things back. With dated hardware Publishers force dev teams to scale down on the amount of resources needed for a game, which severely limits the quality of a developers work just for the sake of making a profit. Skyrim is the perfect example. It had the greatest potential to become near photorealistic, if it was unrestricted to be made pc as its main platform, the memory address proved it. Witcher 2 did things right by going pc then console.
Quote:
Originally Posted by Domino View Post

I think the real question should be:
"How close are we towards removing excessive and unrealistic lighting effects to our games..."
I swear, HL2 era games have given much more realistic lighting then most games today. Aside from a few titles, most game developers think bloom on top of bloom and grey overlays makes the game look "good".

I have yet to see a modern game aside from the mentioned Crysis and Battlefield that has a lighting engine like the one on Blade: The Edge of Darkness. Skyrim's shadows look like a doodle compared to those.
   
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post #70 of 111
Quote:
Originally Posted by ZealotKi11er View Post

We are moving too slow. PC graphics stopped @ 2007 with Crysis.
To be fair, Crysis was ahead of it's time. The standards (what, GeForce 6 and GeForce 7, some GeForce 8, or Radeon Xxxx or X1xxx?) weren't up to running the game in all it's glory unless you wanted a low resolution (though resolutions were lower then) and frame rate.
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