• Old Console Tech Demos v. "An entire machine struggling to render a single head"
    69 replies, posted
[QUOTE=froztshock;39714893]It's something that I've wondered about, whether we'll reach a point where it's just not feasible to make a game look any closer to reality simply because of artistic limitations rather than technical ones.[/QUOTE] in the end there's a balance you have to maintain, between time spent making things pretty and the amount of money you'll be getting out of it. Lots of artists have to get over their perfectionist tendencies because you'll waste more time refining things nobody will notice or care about. however, I've found adding the details we don't pay attention to help to make things more believable because it may be noticed that they're NOT there otherwise
[QUOTE=daijitsu;39715000]however, I've found adding the details we don't pay attention to help to make things more believable because it may be noticed that they're NOT there otherwise[/QUOTE] [url]http://www.blog.radiator.debacle.us/2012/04/on-joiner-detail-and-greeble.html[/url] great article about it over there
[QUOTE=MaxOfS2D;39715745][url]http://www.blog.radiator.debacle.us/2012/04/on-joiner-detail-and-greeble.html[/url] great article about it over there[/QUOTE] I haven't heard the term Greeble in a long while I loved how much it was used in old sci-fi, Star Wars and Battlestar Galactica took lots of liberties in ripping apart old snap-together car model kits, using everything down to the plastic framing that held the pieces in the box [t]http://vintageplasticmodelkits.com/images/PlasticModels/Custom/AMT-Silouette-open-360w.jpg[/t] [t]http://plastic-models-store.com/images/large/roden801-1_LRG.jpg[/t] [t]http://www.theforce.net/swtc/Pix/chron/isdface2a.jpg[/t] [t]http://www.rockvoice.de/images/bsg-finished2.jpg[/t]
[QUOTE=ForgottenKane;39714811]Source's facial animation tech is probably it's most advanced feature. It's extremely well made and, as we can see from SFM movies, it still is on par with games being released nowadays. It's not really as much as other games being behind as much as Source was a huge advancement.[/QUOTE] It's not some alien tech from beneath Pluto's surface, it's ten friggin years old. There's been plenty of time to mimic and standardize these features. [QUOTE=Generic.Monk;39712003]My personal holy grail of graphics is having fully physically simulated characters, i.e. when someone is pressed against a wall or something, the fleshy parts of their character will realistically deform - clipping issues are one of the most prevalent little immersion killers that take you out of the game momentarily.[/QUOTE] The problem here I think is mocapping. Good mocapping can relieve your animators of quite a bit of work while still looking fantastic. Bad or average mocapping looks uncannily out of touch with the game world and looks like no animator checked it twice. Mocapping is a bit like tracing images, and whoever has been to dA knows that even traced images can look god awful. As much as I enjoyed DXHR for example, there were quite a few takedowns that looked really fake and choreographed. You know that Star Wars prequel .gif where the two guys are literally just whirling lightsabers in front of them without even the possibility to hit the other person, tho it may look that way in motion and with the right perspective. In fact, the prequels are criticized because it's tough to act before a greenscreen with people that aren't even rendered yet, but that's how I imagine a lot of mocapping is done. Personally I hope the graphics race ends as soon as possible,especially since most people I've talked to are de facto only looking for texture resolution differences when gushing over console/PC comparisons for instance. It's not like hardware improvement would magically be stopped by it either. I'd like some more horsepower for more advanced AI for instance.
I remember playing xbox 360 for the first time and seeing Halo 3 "HOLY SHIT LOOK HOW AMAZING EVERYTHING LOOKS AAAAAAAAAAAaaAAAAAAaaaaAaaaaaa"
[QUOTE=paul simon;39709453] And their newer tech demo, using a modified version of the 2010 tech: [media]http://www.youtube.com/watch?v=n3IjR7heZGk[/media][/QUOTE] "We just fuckin' love well rendered tits" -nvidia tech demo team
[QUOTE=paul simon;39709453]But the hair was really shitty, It's better looking even in Crysis 3 (though not technically as good) Not to mention Nvidias much more advanced hair demo in 2010, running on a 200 series card (according to the title): [media]http://www.youtube.com/watch?v=2l5dCkWd4Wo[/media] And their newer tech demo, using a modified version of the 2010 tech: [media]http://www.youtube.com/watch?v=n3IjR7heZGk[/media][/QUOTE] has anyone actually been able to use that tech though? What games feature actual hair like that, based around that design architecture?
[QUOTE=RoadOfGirl;39722668]has anyone actually been able to use that tech though? What games feature actual hair like that, based around that design architecture?[/QUOTE] TES nexus ofcourse... they have lots of hair....
[QUOTE=RoadOfGirl;39722668]has anyone actually been able to use that tech though? What games feature actual hair like that, based around that design architecture?[/QUOTE] it shows the computational power of the available hardware/software, though in a normal game you're going to spread that power around to a lot of things instead of focusing it all on hair and jiggle physics (usually)
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