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[ars] How close are we to truly photorealistic, real-time games? - Page 10

post #91 of 111
Quote:
Originally Posted by Aesir View Post

Its gonna take longer than 2 generations if we keep upping the expected resolution. Nothing is even powerful enough to do 4k gaming yet so I'm skeptical.

Sent from LG-C900 on Windows Phone 7.5 using Board Express

They mean two HUMAN generations. Not hardware generations. So 60 years give or take a decade.
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post #92 of 111
Quote:
Originally Posted by iWantACookie View Post

Does anyone here understands what you're talking about?

There are a few... But not many.... Duckie goes on his tangents.
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post #93 of 111
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".

Yep. Overlays and plug-ins. I don't object to some of it when it's implemented lightly, but not when games are using it to mask a lack of art or detail. It's very cheap.
Quote:
Originally Posted by morgofborg View Post

Personally, I think one of the most important things that still needs a lot of work is the clipping issues.
Even if games have super realistic lighting and textures, the thing that always kills it for me is when objects are moving and interacting part of a foot or something will be going into a wall. Or if a person is holding a rife, for example, their hands are going inside of the gun. Those are the things the annoy me the most.

I agree. First person shooters need a serious rethink. This has been happening since player models went 3D - you can't make the collision model as large as the 3D model because the player wouldn't be able to navigate tightly enough as needed in complex environments - so instead being dynamic and solving the problem, we deal with clipping and a soldier shoving his gun through a wall in a beautiful game like BF3. Core problems like this should have been addressed in 1998, not 2020. The only way to slow the gaming industry down enough to see any type of basic and fundamental progress is to crash it. It's too busy pooping out generic game after generic game right now to focus on the basics, getting it while the gettings good.
Quote:
Originally Posted by Artikbot View Post

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.

It shows just how far away doing destruction on a large level correctly is because FB2's destruction is pre-determined and extremely basic.
Graphics have advanced quite a bit but the base of the 3D engine has been almost untouched for years. Gameplay is that barely legal girl who tells people she's 25 and looks like a tramp.
Edited by pengs - 2/14/12 at 7:15pm
post #94 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.

They are not holding it back any more than the price of high end computers is itself. YOU may want to pay to have the latest and greatest hardware but most people do not want to pay so much money to play games on their computer.
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post #95 of 111
Quote:
Originally Posted by iWantACookie View Post

Does anyone here understands what you're talking about?

Anyone who has coded should....
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post #96 of 111
Quote:
Originally Posted by nsilva View Post

They are not holding it back any more than the price of high end computers is itself. YOU may want to pay to have the latest and greatest hardware but most people do not want to pay so much money to play games on their computer.

So everybody buys a console... which has proprietary hardware. Publishers then get their jollies on appealing to the masses, studios aren't able to achieve higher fidelity, innovation stagnates.

Consoles (nay, consumers) are easily the largest part of the reason that innovation stifles. If you deny that, there is no doubt about it -- you are in denial.
And a $300 PC can play many many of the games out there. The problem is that people are lazy, rightfully so. They don't want to deal with the quirks that a PC is accompanied with.
post #97 of 111
I can't wait for the fututre
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post #98 of 111
Quote:
Originally Posted by iWantACookie View Post

Does anyone here understands what you're talking about?

I do. If he is drunk, he has the best grammar I've ever seen for a drunk person. Even when drunk, he's sober.
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post #99 of 111
Quote:
Originally Posted by Lifeshield View Post



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?





I hope you weren't offended by my previous post--I was only just teasing.

I did play ME, and I would honestly say that I didn't find it nearly photo-real or ever thought there was a time when I went "whoa" in terms of thinking it looked realistic--not lying to myself or you. It looked different from the generic games of the time, and perhaps that makes us think it must be more realistic-looking. But ME is incredibly cartoonish. Are we talking about the same ME? The biggest difference it showed was the illusion of a wide-open map as you jump from building to building or obstacle to obstacle. Well, that and the use of the color red... smile.gif
    
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post #100 of 111
I fear the evolution of graphics is slowing down dramatically .
Generally Consoles prevent it from berserking further with light speed .
Most of the games are written for consoles , and ported for PC ( cough , cough GTA IV , cough ) , and have generally low requirements , but bad coding .
If newer consoles come out we might see another "jump" .
Since 2007 there is not much improvement .
But before that ? Like blazing fast .

Lets hope the new consoles fire up the graphics even more . thumb.gif
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