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[ars] How close are we to truly photorealistic, real-time games? - Page 9

post #81 of 111
Quote:
Originally Posted by Lifeshield View Post




Mirrors Edge has a pretty good punt at times on PC.

GTAIV and Skyrim can look pretty photorealistic too with the right mods.

Heavy Rain came pretty close at times aswell. Not bad at all for a PS3 game.




Do you play your video games without wearing eye correction? wink.giftongue.gif

I guess this brings up the fact that perception of photo-realism is very, very subjective. I wouldn't consider any of those games above even close to photo-realism (Mirror's Edge was visually impressive at times, but the objects rendered were not close to photo-realism).
    
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post #82 of 111
Not even remotely close, and we never will be. Even if we had the power to display realistic graphics in real time it would take a team of 1000 graphics designers 5 years and close to a billion dollars just to make 1 game.


Personally I'm sick of this push towards realism. We need to freeze, or even drop the polygon count and instead focus on artistic styling and, believe it or not, gameplay and story. eek.gif
    
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post #83 of 111
Quote:
Originally Posted by nathris View Post

Not even remotely close, and we never will be. Even if we had the power to display realistic graphics in real time it would take a team of 1000 graphics designers 5 years and close to a billion dollars just to make 1 game.
Personally I'm sick of this push towards realism. We need to freeze, or even drop the polygon count and instead focus on artistic styling and, believe it or not, gameplay and story. eek.gif

Agree we're not remotely close, but never will be?

Definitely not from an individual artistically generated point of view - as you say it would take way too long.

But perhaps design tools will be developed that can map 3d objects/environments to incredible degrees of accuracy then generate them in the game/application?

Or automatic/semi random generation of environments based on parameters designated by the artists/designers.

Coupled with future tech I'm sure we'll (one day) see photo-realistic virtual environments, but whether they're even games any more, who knows? I definitely see it as being very far off (not even my lifetime), but to say 'never' I don't think so.


And yes, I agree about your last point. Some of the most visually impressive games I've played have been impressive due to art direction and design (Trine 2 for example) other than the raw 'realism' of it.

Take Crysis 2 for example, while I played it through and sometimes was very impressed with some of the graphical technology (mainly the effects like their implementation of depth of field, some lighting effects, other camera effects), it was all within a very bland and dull environment artistically, and not very realistic even then.

I still like a game with great graphics, but if it doesn't have a good story or gameplay then it's a much worse situation than a game with great story and gameplay but rudimentary graphics.
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post #84 of 111
In 10 years im going to say to someone, "i used to think battlefield 3 had good graphics, look at this" and they will laugh

then I will say "and this game was like a revolutionary breakthrough in 3d gaming and people all over the world were in awe, this is quake" and they will be like lmaosmiley.gif

Skyrim possibly has the best graphics ive seen in a game in my opinion. Realistic? no, but that doesn't mean it doesn't look amazing.


art>realism.

you wouldn't go into a painting museum and say, "this one is the best because it looks the most real"

for example look at this. its not remotely realistic, but it looks amazing doesn't it?

games dont need to be realistic. why do you think people enjoy monopoly or chess still?
Edited by jacobrjett - 2/14/12 at 3:31pm
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post #85 of 111
Quote:
Originally Posted by Artikbot View Post

Not really.
Crysis made such a big leap forward, five years later it's still arguably the best looking game on the market.
But we have gone ahead, yes we have. From the non-scripted dragons in Skyrim to the destruction engine in Frostbite 2 (that ultimately DICE nerfed, but it's still present in the engine), both show a kind of behaviour that has been pretty much unseen in the industry.

Pretty much what Artik said,
Pushing graphic's isn't the main priority anymore, now they're trying to advance everything that has to do with the experience.
post #86 of 111
Quote:
Originally Posted by jacobrjett View Post

games dont need to be realistic. why do you think people enjoy monopoly or chess still?


This.
Makes me laugh when ppl say that WoW is "so cartoony".
Yet the art direction, sound, animations...are all top notch.
I'd rather play something vibrant and engaging than Brown/Greyfest with super realistic dirt.
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post #87 of 111
Great read thank you i 8000x6000 is an amazing resolution i didn't know that.
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post #88 of 111
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Originally Posted by MagicBox View Post

I wasn't talking singlethreaded processes either. It's just a matter of identifying dependancies and the ability to split the tasks to be done into smaller problems and properly synchronize those identified dependancies. That's what I meant by a pre-emptive approach. Multithreaded servers by nature would be more complex as more threads (connections) are active, but in reality it's not more complex. Like said, it's a matter of identifying/designing dependancies around tasks such way to balance out synchronization with independant execution. But ah well, this goes a bit too far into detail.
The actual biggest problem with multithreading isn't skill, but the nature of the task one's trying to implement. Highly sequential processes by nature are difficult or impossible to multithread. Databases are an example where multithreading yields near maximum benefit. Games not so much as these are pretty much sequential in their execution. As said before, games manage to separate out audio, video and core execution into separate threads but that's where it ends for most games. Then indeed you have the CPU intensive games, but as the adjective suggests, these are worth to be multithreaded because there'll be sufficient independant load to make it worthwile.
Technology unfortunately doesn't change the problem, it only helps to an extent to ease dealing with the problem (Sequentiality, if that's even a word lol)

Databases have threading limitations with locks though. Even if there is row level locking and dirty reads, contention can still occur.

Financial modeling would be a case where multithreading can really benefit even more so. Monte Carlo simulations are probably one of the best uses of multi-threading with very many completely independent and parallel threads.

There is also the big topic of how much something should be threaded. This goes into the "Wimpy vs strong node" discussion.

There's actually a term for how "Sequentiality" or multi-threadedness a program can be.... I'm drunk so I can't remember.....
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post #89 of 111
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Originally Posted by guyladouche View Post

Do you play your video games without wearing eye correction? wink.giftongue.gif


I think you answered your question with your second sentence.

 

Perception of photorealism is unique to the individual. That does not mean I have bad eyesight. That means I can percieve a notion of photorealism from a scene or the way lighting and shading falls upon a character within a specific scenario or moment.

 

Note I did not say any of those games were totally photo realisitc or even 100%. The intent was to say that they could capture the essence of it, which I believe to be true. Have you honestly never played a game and looked at a specific scene and thought, "Wow! That actually looks pretty realistic!"? If you say no then I think you're either lying to us or to yourself.

 

If a developer can manage to help us capture a moment where we believe something to be fairly photorealistic within our own perceptions, then on that level they're not really that far off now are they?

 

 

 

 

 


Edited by Lifeshield - 2/14/12 at 6:40pm
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post #90 of 111
Quote:
Originally Posted by DuckieHo View Post

Databases have threading limitations with locks though. Even if there is row level locking and dirty reads, contention can still occur.
Financial modeling would be a case where multithreading can really benefit even more so. Monte Carlo simulations are probably one of the best uses of multi-threading with very many completely independent and parallel threads.
There is also the big topic of how much something should be threaded. This goes into the "Wimpy vs strong node" discussion.
There's actually a term for how "Sequentiality" or multi-threadedness a program can be.... I'm drunk so I can't remember.....

Does anyone here understands what you're talking about?
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