What kind of amazing graphical implementations do you think will come to realtime rendering in the upcoming years. I mean stuff like SS ambient occlusion , SS raytraced reflections, better antialiasing, etc...
>>553608
hopefully the unreal engine will die out and unity will become free for all income levels
parallax occlusion is already maturing. carpets,rock,window blinds,cloth.
the bad part is that people who are propelling this VR/realtime industry are bunch of hacks. this type of amazing stuff like pic related is not gonna show up on VR projects. just bunch of asset store garbage
>>553612
I'm assuming Unreal is awesome since everyone on 4chan is trolling about it. As someone who hasn't used it, can anyone explain to me what's so good about it?
>>553615
the graphical support on unreal is amazing.
if you can create something in any 3d program, you will find a way to display it in unreal. also massive amount of graphics options. unity pales in comparison.
unity is better for mobile games because the shader is so easy to setup and the builds are lightweight
>>553615
SSAO, StochasticSSRR, Tonemapped bloom, Bokeh DOF, POM with edge clipping, SS subsurface scattering, contact shadows, tons of graphic optimizations and more. It's the most advanced game engine today and it's free.
>>553615
dont listen to this idiot, he was shitposting hard last night. Unity is 10x more natural
There's going to be some more viable (and less special-case-dependent) "real time GI" that'll probably be pretty good but not won't completely replace traditional pre-computed static lighting. SSAO will probably become less common (or at least less distractingly obvious) as more physically-plausible indirect shadow techniques start to become fine-tuned and widely used.
There'll be incremental improvements to things like temporal AA to help avoid some of the more glaring artifacts in most implementation, which in turn means it'll be more common to use of sub-pixel shading without supersampling. If we're lucky that means we'll start to see some skin that doesn't look like blurry wax, but I wouldn't hold my breath for motion capture and animation to keep up.
>>553619
>Unity
>more natural
fuck is that even mean?
>>553615
It's meant for people who know what they are doing. Unlike indie devs on Unity, who are learning.
Unreal, It's just more powerful in every way is all....
>>553608
I think the more important changes in realtime rendering will be physics & fluid simulations etc
>>553672
it means what you think it means.
>>553713
Physics is fun but do we really need fluid simulations? the animated planes are sufficient for water and sprites work just fine for smoke effects.
Other than that fluid simulations sounds like an incredibly unpractical heavy thing to implement and not that useful anyway.
physics is good tho. blowing shit up and physical building games are lots of fun.