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Why have games hit a brick wall as far as graphics? - Page 3

post #21 of 68
Mostly because when facing that brick wall, console just bounce off.

That's the real reason. There's basically no companies out there that will do a PC-exclusive, DX11-from-the-ground game. It's simply not a viable investment for the publisher. Back in 2007, it was (barely). The next console cycle will help boost graphics a fair bit, but I still don't think we'll see any massive graphical jumps from multi-platform games.
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post #22 of 68
Quote:
Originally Posted by Nestala View Post

Yeah, as already said, "low" res monitors like 1920x1080 are holding us back. When higher resolutions like 2 or 3, 4k are the norm, I think we will see a big jump in graphics one again.

And when those monitors are the norm people will be calling them "low" res and complaining again. The current 3D rendering system is part of the issue it is running out of steam. Reality looks real, not because of high pixel density or resolutions but because of thinks like motion blurring. The truth is high def images in gaming are looking less real not more because they are to perfect. We need a new rendering technology, something that actually presents the images the way we see them. THEN we will see graphics advance.
post #23 of 68
Thread Starter 
Quote:
Originally Posted by PedroC1999 View Post

You have a work station card, IV doesnt pair well with those thumb.gif

Good job on the observation but my gaming computer has sli 570s.

Quote:
Originally Posted by Stickeelion View Post

IMO that "cartoonish" look adds a bit of character to a game, yes crysis looks good but I dont want all my games to look like that. Lucky your not in Australia, games are $100 a pop here.

Funny. I'd prefer all of my games (except roller coaster tycoon) to look as realistic as possible. Then I'd probably stop caring after about 5 minutes and just play the game regardless.
Edited by Minnetonka16 - 4/4/13 at 4:45pm
    
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post #24 of 68
A lot of it has to do with where devs are putting those poly's and textures too. Environments have been pretty static in their fidelity in the last few years, but character models, car models, gun models and certain effects haven't. I'm not sure what the reasoning behind this is, but developers seem to think that by improving the quality of what's immediately in front of the camera we'll just ignore the fact that everything else looks paltry in comparison. Sometimes it's done well, and sometimes it isn't. Metro 2033 is lauded by most people as a high fidelity game, but half of it is butt ugly. It's simply the fact that most people don't pay attention to that half that has earned it the reputation that it has. And this goes back quite a bit further than 2010, it's just that with the consoles getting so old, devs have been pushing these contrasting aspects of games to the extreme.
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post #25 of 68
As some have said already, it's because of consoles. Sony and Microsoft are taking forever to release their new ones, and no developer finds it to be worthwhile to make a game that really takes advantage of our hardware and DX11.

Crysis 3 may be an exception, but I have yet to play it, see it in person, or even see any decent screenshots of it. Nobody knows how to take decent screenshots it seems, they just hit their screen capture key at a random moment. If Crysis 3 is anything like Crysis 1 and Warhead, then you can launch it in devmode (add -devmode to the shortcut), noclip in game to position the camera where you want it, and disable that horrible HUD with a console command (which shouldn't even require devmode).
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post #26 of 68
Play Crysis 3 now dude. It looks seriously amazing!
post #27 of 68
Quote:
Originally Posted by Majin SSJ Eric View Post

Play Crysis 3 now dude. It looks seriously amazing!

The problem here is... $60 for a benchmark/tech demo?

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post #28 of 68
You can get it on Origin for less than $40 I believe...
post #29 of 68
I'm kinda not feeling this whole topic.

If you compare Crysis/WH (esp. if you're talking 'modded' versions) to the latest/greatest, yeah, the difference is not THAT huge, but those games were way ahead of their time, and everyone knows that. That's why it took years and years for anyone's rig's to max them out and sustain 60fps throughout. Actually, you still need a monster rig to do that at anything >1080p.

Overall, I feel like recently I've played some AMAZING-looking, brand-new games ... Hitman:Absolution, Tomb Raider, and Far Cry 3, to name a few. Don't have Crysis 3 but ... it's going to be crazy from what I hear wink.gif

I dunno, for a while I felt things stagnated a bit in the IQ department, but as DX11 has really taken hold, it seems like games are looking more and more sick as of late.

I think the age of the current-gen consoles, though, is definitely acting as a bit of a limiting factor overall ... looking forward to the 720 and PS4, so we can get back to the rapid rate of progress we always see in the early years of each console generation thumb.gif
    
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post #30 of 68
Quote:
Originally Posted by jim2point0 View Post

Here's a nice video from Errant Signal on the topic

The video is pretty on par, one of the things I think we've strayed from is different rendering techniques. I think Borderlands had something, bringing back the idea of cel-shade tech (making it a HUGE hit). I don't mind games that are outright cartoonish at all, just want them to improve upon what's actually being rendered. Even with Bioshock Infinite, their are some things that could have been done better. Steam vents to name one, kinda tired of seeing stuff like that come from a 2D animation. Not that it didn't look good, just had to make sure your image didn't disappear on ya. =(

It gets even worse when you get to open world games, so many of them suck. Now, don't get me wrong here, I do mean suck. Take Skryim... Yeah you can make it amazing, until you look down. Is that a rock? Is it a blob? What IS that non-rendered 2d image that I'm walking on. Oh, it's the crap they want us to believe is the ground.

Roll back time, lets check out Fallout 3.. Here we have an open world, with some of the same issues. It seems to be an issue when you go above sandboxed shooters, or even any game that is more open. I've noticed it a bit in Crysis 3 too, though they do push the limits a bit more. I was extremely glad to see the bushes/trees rendered beyond a stump with hanging images. I'm not exactly for 100% photo-realism, don't think that should be the goal (not for a while). We still have things that can be done, that should be done.

I've taken a jab at Infinite, now even so it has things that many games just don't. One of the things I enjoyed was the world detail, how a pile of garbage didn't look like a pile of garbage. Wasn't always the case but at least they tried to render junk piles instead of generic blob images that make you think "oh a junk pile". I want to see that junk pile, hopefully some day tip over that junk pile and kick parts of it all over.

My main issue will be what others have brought up. It's not just that consoles can't do these things, a lot of recent games have come out that would have definitely been worth it on the console too. The problem I have with them is, so much time gets spent on optimizations that a lack of real development occurs. Halo 4 doesn't have to compete with graphics, Crytek's going to make them look like crap with the engine they run anyways. Why not instead take that time to develop the game in a way that would add new things, more open worlds, better working environments? Probably costs less time to develop "better" graphics, which says two things. It says a lot about what we focus on as a gamer, also says a lot about our definition of better graphics. Neither of those two are in a good area these days, in a way I'm glad Bioshock wasn't graphically mind blowing like Crysis.
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