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Why have games hit a brick wall as far as graphics? - Page 6

post #51 of 68
TressFX is the 1st real advancement in computer graphics in a long time. tessellation was a minor improvement compared to what TressFX brings to the table. I expect to see more TressFX like features in the future since GPU's are actually starting to get powerful enough to render that stuff real time.
post #52 of 68
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Quote:
Originally Posted by SirWaWa View Post

how is tessellation stupid?

The idea isn't stupid, the execution is. Game makers are adding stupid ass textures in random places that can have tessellation, and it'll be maybe some tire tracks are tessellated then nothing for another 20 minutes of gameplay, then the ceiling is tessellated, then nothing for 15 minutes, etc.


Edit; I have a question that doesn't really warrant another new thread. How do bethesda games deal with mod/plugin conflicts? Like if you have HD Textures A and 2048k Textures B and both have mostly different textures replaced, but say both have a tavern in Goodsprings retextured. How does Bethesda have the game deal with that? Does whichever texture is loaded first have priority?
Edited by Minnetonka16 - 4/6/13 at 6:22am
    
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post #53 of 68
Quote:
Originally Posted by psyclum View Post

TressFX is the 1st real advancement in computer graphics in a long time. tessellation was a minor improvement compared to what TressFX brings to the table. I expect to see more TressFX like features in the future since GPU's are actually starting to get powerful enough to render that stuff real time.

Tessellation is a very noticeable improvement when used properly. As for TressFX, what's so special about it? All I've seen from it is good hair physics, which can be done in PhysX however PhysX has MUCH more potential than just this.
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post #54 of 68
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 smile.gif 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.
post #55 of 68
A few reasons:

Time- Game devs are under time constraints and deadlines 100% of the time. Art is a very time consuming part of development.

Money- Same reason as time. The time=money equation is true here. Art can't be re-used across IPs. At least it shouldn't. Under the hood stuff is reused all the time.

Effort- Lots of people here are blaming consoles for the wrong reasons here. Yeah, the hardware is old on them, but don't get hyped up about the new consoles coming out and being a savior to PC gaming. If you do, you're going to be sorely disappointed. As long as consoles are being built on 1080p displays where the gamer sits 15 feet away in their couch, I doubt much is going to change across platforms. A good way to sum it up as mentioned before; diminishing returns. We won't see a mainstream resolution increase in TVs for a very long time.

Also, another thing people forget about on consoles is they still run at 720p IF that. 1080p is a big leap for them at this point.

So I don't think anything is going to change anytime soon.
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post #56 of 68
Quote:
Originally Posted by Minnetonka16 View Post

Honestly, look at Crysis Warhead, then look at Crysis 2, GTA IV, Bioshock 1, GTA V, Just Cause 2, etc.

Is there something with 3d graphics that once we get to a certain point of realism, it needs infinite processing power to display? Because I'm pretty sure Crysis Warhead is still better than most of the "good quality" games we play now. And we've gone up about 5 generations of video cards since then, with very minimal improvement in graphics. We're stuck on stupid crap like tessellation.

When are games going to get that NVidia face technology that looked disturbingly real?

Mainstream virtual reality support pl0x?

The requirements to run games continuously seems to keep going up, while the quality of graphics remains the same...
post #57 of 68
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.
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post #58 of 68
Quote:
Originally Posted by psyclum View Post

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 smile.gif 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.
Quote:
Originally Posted by SkullTrail View Post

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.
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post #59 of 68
Quote:
Originally Posted by boredgunner View Post

Tessellation is a very noticeable improvement when used properly. As for TressFX, what's so special about it? All I've seen from it is good hair physics, which can be done in PhysX however PhysX has MUCH more potential than just this.

The thing to note with TressFX is not the feature itself but the fact that there is now a functional Physics model using the GPU in OpenCL. True PhysX has more potential currently, it is a more developed system. However it is a closed system for the GPU accelerated side and on the CPU side NVidia has all but crippled it by doing poorly coded implementations. TressFX represents a step forward in a truly open GPU computing standard for Physics in games, that is the big deal.
post #60 of 68
The problem is the consoles....

Well have a massive leap when they release release the next generation set and then it'll slowly tail off like it does every generation.
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