Epic's Sweeney on graphics tech: "the limit really is in sight"
eurogamer.net
eurogamer.net
http://www.digitaltrends.com/gaming/square-enixs-new-gaming-...
That being said:
> somebody should have made a prerendered animation that looks real by now, but I've never seen one
How do you know? A friend of mine works on visual effects, and his show-reel has quite a few shots where, if you didn't have before and after shots side by side, you wouldn't know that a computer had been involved at all.
Any chance there's a link to it online? I'd love to see an example :)
Anyhow, the problem for me is less with still renderings, and more with natural motion, like a human walking or talking. Also, I'd love to see a realistic splash as something falls into the water.
I'm curious what conditions he's referring to with those 72 frames. Is motion blur built in for instance or are they static snapshots? 72 just seems a bit low. http://www.100fps.com/how_many_frames_can_humans_see.htm
I would assume his numbers would include motion blur as that effect is not only important for 'smoothness' but also for giving a realistic feeling of movement and rotation when translated to a stationary display. If the 'player' spins around quickly you've got to blur it regardless of framerate or it just doesn't look right.
Short version: Min to simulate motion:~10Hz. Min to stop noticing flicker:~60Hz. Diminished returns on immersion:~72Hz. Limit on ability to flick your eyes and still see temporal aliasing:~2000Hz
btw quickhack test:
- set crt to X hz refresh rate
- bright white screen
- wave a pencil quickly in front of it
the X refresh rate at which you stop seeing a trail of 'multiple pencils' is just beyond your fps sensitivy threshold.. yes?
When Quake1 models were a couple hundred polygons, it was sometimes predicted games would never need more than 5,000 to 10,000 poly models. There was a PC game (name escapes me, had a cherub in it as the main character) from the late 1990s that talked up using "real time polygon tessellation" to deliver models with thousands of polygons on the screen, derived from models built in Maya that had tens of thousands of polygons in the original spec model. According to the developers, it was almost photo realistic! Such is the braggadocio in the gaming industry.
Now we're up to 15,000 to 50,000 in-game depending, and that's not nearly enough.
The tech you're referring to was to increase or decrease polygons based on the power of the users machine. The big benefit to this tech would be that when you got a new graphics card the graphics would scale up to match the number of polygons generated for the models. Not sure about the photo realistic part but I do remember them talking about how this tech was going to be the best looking because of the increased polygon count.
Considering the jump graphics hardware has taken over the last decade, I don't find Tim Sweeney's prediction that photo-realism within our lifetimes seems like an impossibility. Barring some kind of physical limitation with the hardware I think his assumption isn't that crazy.
In the end, it didn't sell particularly well, it cost a lot to make, and it had a lot of performance problems.
Have to wonder who thought a game about a cherub named "bob" would sell like crazy.