Consider how art exploded when people realized they could paint something other than, you know, reality.
Reality is boring. Get your realism off my games. Give me fantastical alien worlds to explore rendered in stylized and weird looks.
Consider how art exploded when people realized they could paint something other than, you know, reality.
Reality is boring. Get your realism off my games. Give me fantastical alien worlds to explore rendered in stylized and weird looks.
Pixar and Disney have been among the most influential and revolutionary companies in terms of rendering techniques. And most of their products are stylized.
Stylized looks come from the assets, not from the rendering engine. The rendering engine gives you physically correct light interactions (which you almost always want, and even then you can turn knobs to make it non physically correct or outright do whatever you want using shaders), things like fur/hair rendering, fluid simulations, volumetrics etc. All these things can be tweaked to non realistic values by the artist.
If you want a movie/game where characters are made of wax, or fire, or smoke, or something even crazier with shaders, you want as a basis a renderer that is physically based and uses mathematical models based on the real world, and then tweak from there.
Here's someone developing an engine capable of rendering infinite, fractal worlds:
https://www.youtube.com/watch?v=V1MjZbGbi4I
Here's someone developing an engine with hyperbolic geometry (though dressed in mundane setting):
https://www.youtube.com/watch?v=VYfWfrk5P7w
Mirror Drop is an abstract art puzzle game that's kind of difficult to define:
https://www.youtube.com/watch?v=e1zHgYUE9HY
Here's a game where the speed of light is simulated and variable:
https://www.youtube.com/watch?v=uu7jA8EHi_0
The primary point of my argument is that we don't have things in mind that current rendering engines can't handle, precisely because our current engines are so hell-bent on replicating reality. Why dream of what your tools can't make?
I feel like these types of games really benefit of the work that is put in to making humans and environments look realistic.
Heck, even if you're making some weird alien world you're still going benefit from realistic physics engines for example, because that's just how our universe works.
That being said, I think there’s room for both and luckily, the rendering learnings from one often improve the other.
Nothing wrong with exploring both venues.
There are a ton of people who value photorealism, and that's why resources are being put into it. And it's certainly not seen as "wastefulness" by those people. Personally, I would absolutely love to be able to put on a pair of VR goggles and be unable to tell if I'm viewing a real-time render, or a remote stereoscopic camera feed of a real scene. Yet, I don't think that fantastical physically-unrealistic rendering is a "wasteful" use of resources.
The idea that the ultimate endgame for video games is to have them look like a playable movie, or be a real-world simulation just seems silly to me.
Photography gave painting (and visual arts in general) a massive boost by the virtue of stripping the aspiration of going for "ultra-realism" in paintings. After all, that's what photography can accomplish much better and much easier. This made painters look for other directions to push their art into, which freed up artists' bandwidth for a lot of other, previously overlooked and not as popular genres, such as surrealism.
Not saying that photography is responsible for creating those genres, they existed before. But (relatively) cheap and accessible photography definitely diverted attention from ultra-realistic paintings to other painting genres that enjoyed greater growth due to that.
After all, what do you think will happen once it becomes very easy and cheap for anyone to have ultra-realistic 3D models and animation in videogames? It will become much less valued, as it is something that anyone can do very easily. So people doing 3D art will need to look in other directions to distinguish their work. I have already been observing it happen over the decades in gaming.
For present day examples: Nintendo manages to nail the style of visuals in a lot of their first party titles without even attempting photo-realism. Guilty Gear -STRIVE- (made by ArcSystem Works) is killing it with their over-stylized visuals. Atlus and their Persona series keeps pushing more abstract and surreal depictions with each game, and they resonate well with the audience. And I've only listed AAA-tier examples. Once you dive into indies, you can go on forever with lots of well-executed products that pretty much intentionally went against photo-realism.
What if I told you you can have fantastical alien worlds using stylized and weird rendering that are also physically correct?
You can't capture psychedelic and or mystic experiences, which are very subjective anyway and yes, rooted in _reality_ or require a reference to _reality_ as they are the so far away from that.
Do you believe that there were no genres of music born in the 20th century, or that we conveniently discovered all the genres just a few decades ago? Neither of those seems reasonable to me.
No one cares if you automate the painting of a black square. They care about the intention of the mind that thought it was important enough to do. That's why it's art.
Step 2: Don't tell anyone that you automated.
Step 3: Publish a personal account on what "experience" this particular piece represents.
What is truly astonishing to me is we are close, not quite there, but close. I remember when The Spirits Within came out in 2001 and we were so blown away. I look at it now and it feels so amateurish in comparison.