>>52401603 When the creative people will focus on the visual more. Seriously any PC can give interesting scenery and whatnot, it's all about the motivation, coming up with the mindset to make something great, that's the essential; i think!
look, i've been fucking with graphics software for 20 years, and the thing is, it's like everything has been done and done since the nineties, visually. in CGI movies and gaming, etc. it's easy to say "GPUs can do this" because they can. The average gaming PC is more powerful than the big SGi machines that have been used to make Terminator 2 and Jurassic Park scenes now. even Toy Story, i think it came out 20 years ago or something. that's giving you an order of idea.
no, it's just that they don't care about making something fussed. Indie games are stuck in the 90's SNES era.
FARCRY was the perfect example of a visually fussed game, also a lot of racing games really have photo-realistic details since years.
I remember seeing on Plebbit a few months ago a game engine that was very close to realism. They showed demos of moving water and hanging drapes moving in the wind and being tugged/pulled and shot. Looked pretty nice, but I would assume it'd be glitchy as hell because video game developers are underpaid and don't even try. Take a look at EA Sports.
>>52401848 >You'd need too many artists. false. a lot of commercial software these days have good procedural tools. >And because artists would be making it, it'd be poorly optimized and run slow. how does that make any sense? you don't build games with just artists.
>>52401923 >demos of moving water and hanging drapes moving in the wind and being tugged/pulled and shot None of those things are really _that_ hard when they're only thing the engine has to run and professional devs had plenty of time to hand tweak the smoke and mirrors to look good in that one situation.
Maybe AAA projects could afford to do that everywhere in a game, maybe not, but for stuff like that to be convincing it's also going to have to affect gameplay in various ways. No designer's going to bet their project on such simulationism when the whole fucking industry has a raging hardon for over-streamlined "press X now for canned badassery" game mechanics.
Probably never. Making navigable photo realistic 3d environments uses a lot of resources. It's probably going to require better algorithms above all else, but everyone is focusing on making stronger GPUs and CPUs. We'll probably just crawl in the direction but never exactly hit it.
>>52402108 Yes, it is. The local lighting/shading looks a bit too rough (especially in the snow scenes), the water reflections are an obvious screen space raymarch trick and something about the character animations is just a bit off, like they weren't running at the same framerate as the rest of the game (authored for consoles?). But it still looks breddy damn good.
>>52402091 i agree, and tryhards are overdone in modern vidya.
WHY trying to make things realistic? I enjoyed the Portal series because the physics and the places are quite, unusual, but even if a lot of things loosk real, there is a research on the design of all kind of stuff.
The idea would be to take the gamers away from the concepts they define as real, and make something... trippy. something surreal, even abstract but beautiful.
>>52402079 any modern nvidia / ATI can render amazing stuff even at 60fps, the rest is just software
>>52401842 then optimize what the game loads around the characters' visible universe / depth of view.
if it doesn't need polygons, go with fussed textures. now the average gayman GPU has 1GB of vieo RAM. That's insane but still doesn't make me envious enough for gaming.
ah yeah one thing : games are bloated; especially EA, that's why they want gamers to believe they need a new GPU every two years. this is wasting people''s money to feed the jew; here's the problem.
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