The Metal version in particular looks terrible, but then again low level APIs like Metal, Vulkan and whatever subset of Direct X are all meant for vendors, not individual developers.
The Metal version in particular looks terrible, but then again low level APIs like Metal, Vulkan and whatever subset of Direct X are all meant for vendors, not individual developers.
Actually, if continue under this world with unlimited developer resources, the Cycles version should look the most realistic. It's markedly different than any of the other renderers included in this list because it's an offline path tracer whereas Unity and friends are for real-time rendering. We rely on a lot of hacks (Phong shading, FXAA, normal mapping) to produce an interactive 3D scene at 30+ FPS, but once you remove the real-time constraint, we can apply a lot of very fancy algorithms to more realistically render your scene. Cycles might take minutes or even hours to render a single frame, but it spends this time on a whole host of involved computation (physically-based BSDFs, Monte Carlo integration, Metropolis light transport, etc) that more accurately model how light interacts with materials.
The OpenGL version looks really aggressively bump mapped. The Cycle's version doesn't appear to have any bump mapping enabled.
Edit: The depth of field in the Cycle's version also looks a bit weird, and blurs away most of the terrain's detail.
https://github.com/kosua20/GL_Template/blob/3de4e116cdd24df3...
The cycles version, on the other hand, is actually using the depth map to displace a high-res mesh -- a more general technique that should yield results as good or better than parallax mapping. I'd chalk up any perceived differences to lighting and material parameters.
I would say the later, either unfamiliarity with the hardware/software or time constraints because the PS2 is capable of much better than what is shown here.
"This repository contains multiple implementations of the same 3D scene, using different APIs and frameworks on various platforms. The goal is to provide a comparison between multiple rendering methods. This is inherently biased due to the variety of algorithms used and available CPU/GPU configurations, but can hopefully still provide interesting insights on 3D rendering."
It's a mixed bag of APIs, software, hardware and tools, approaching the rendering in very different ways. There's even an offline renderer (Blender Cycles) and a software real time renderer in the repo.
Well, isn't usability the most important criteria to compare it on?