Originally Posted by psyclum
the final frontier for computer graphics is simulated hair. there are millions of strands on each head. the computing power required to render those strands is still decades away however TressFX does a good job in faking it
in a way tessellation is more similar to anti-aliasing which from a computational power point of view requires far less then rendering millions of strands of hair on each head.
Only 140k strands of hair per the average human head, actually. And since only a very small percentage of that moves independently and most of it is grouped up, it's not that hard. However, hair is somehwat less important than the fact that physical simulation of humanoid bodies has barely improved since the Source Engine was released. Significantly less important, really.
Originally Posted by SkullTrail
Piracy doesn't help in getting developers to develop PC games. Consoles have very low piracy rates and thus a steady income no developer wants to pass.
Consoles are in no way a steadier stream of income. Used games make up for any discrepancy between PC piracy and Console sales. Developers see absolutely no income from the sale of used games and retailers encourage people to trade them with a rare enthusiasm. Console game sales drop dead 6 months after release, whereas PC sales hold steady thanks to better discounting and digital distribution. Some PC games don't start to see appreciable numbers until 3 months or longer after release. If a console game doesn't hit it big in the first week it's a guaranteed colossal flop.
Regardless, I think people are missing some key things:
We've got a lot of good looking DX9 games, and a lot of crappy looking DX11 games. Proper DX11 support won't necessarily make games look better. Not saying the technology isn't better, just saying that most devs don't use it well even when they try. Universal DX11 support will help this by leaps and bounds, but all of the tools and tricks DX11 has over DX9 isn't going to mean jack if car tires still look like octagons.
A lot of us have 2-3 or even 4-6gb of memory on our GPU's, and even when we load up an "HD" version of a game they only use 1.2 if we're lucky. The PS4 at the least has 8gb of GDDR5. Poly count isn't going to increase much this generation, but I see a huge rise in texture quality, and that means a lot.
We need some new tech when it comes to rendering geography to really revitalize things, because otherwise improving terrain assets provides the least improvement from a development standpoint, since draw distance impacts performance exponentially as a direct result.
All I want is circles. Just give me circles, arcs and radii and everything will fall in place from there.