2006 graphics = best graphicsDocm30 said:2006 graphics.
Ringwraith #5 said:I don't understand the constant desire for better graphical fidelity. IMO the last gen's graphics are entirely fine. I'd much prefer the extra performance afforded by new machines to be used elsewhere instead. Like having hundreds of characters on the screen at the same time, for instance. I wonder if Bethsoft made Oblivion again now, for the new consoles, would they have the battle of Bruma actually be an epic battle with thousands of troops like it's supposed to be? Or would they just have a dozen dudes like the original game has, only better looking?
They'd probably do this. Because Bethesda.Ringwraith #5 said:Or would they just have a dozen dudes like the original game has, only better looking?
I'm a huge stickler for simulated physics as well. That's part of why I don't get this drive for ever more polygons and ever higher res textures. Yeah, okay, the guy in the second picture looks very good. Not realistic per se, he's way too... crisp for that, somehow. But even if you could make an insanely high fidelity character model and a rendering engine that produces something indistinguishable from a photograph, how does it look in motion? That's the big thing for me. How does his face move? How do his clothes move? The problem with graphical realism is that it's way easier to make a realistic model than to realistically animate it, so usually you end up with good looking models that move ever so slightly strange. And the more realistic the model, the more jarring any imperfection in animation becomes. If a cartoony or low-fidelity model moves a bit weird, it's not a big deal. If a realistic model moves a bit weird, you end up in Uncanny Valley Noire. That's why I'd prefer lower graphical fidelity and not entirely realistic art styles and go for quantity instead. In fact, I personally find much more immersion in unrealistic art style graphics with natural movement (typically enabled via physics simulation of some kind) than in realistic graphics with stiff and unnatural animation. For me, it's all about the movement.Vieira said:Well, the hope for better graphical fidelity is mainly an immersion thing. People like the idea of it almost 'feeling' like real life, as if they were actually there. Which is why Virtual Reality has always been a dream of most gamers. The better it looks, the more realistic (and I used that term to mean in terms of objective quality, irrelevent of art style), then the easier it is to put yourself there. It's thing like simulated physics can add a whole tonne to immersion. Seeing sand blow as you walk in a desert or a fire flickering or natural looking fauna can look amazingly beautiful these days, and it can create immersion the likes of ancient sprite-sheet flickering flames or billboarded units never could.
It's just a shame most developers still don't know how to create an atmosphere with all this fancy tech, and it seems to be used exactly the bloody same in every game. Some don't seem to be able to hold back. WE CAN USE BLOOM, SO WE MUST. WE CAN USE BROWN FILTERS, SO WE WILL. And they try to cram all this **** in without thinking about it. See: Rome 2 or Skyrim. One was orange and the other was blue. It sucked in both cases.
The problem with the trade off that you suggest is that in games where millions of people aren't required on screen, there will be huge graphical fidelity. So you'll be playing this reinvented Bruma battle with thousands of people, but they'll all look like
and then you'll look at games which soldiers whos face look like
and you'll think, "Why can't all these thousands of people look like and feel like people?"
Saying that, I am perfectly ok with the trade-off of older graphics to performance playing epic battles and such. Graphics are weird for me. I like them subjectively based on art style, but I want the fidelity of that art style to be objectively good, unless its something like Papers, Please where the low fidelity adds to the atmosphere. Bethsoft's artstyle is just so generic and boring that it requires any form of high quality fidelity to make up for it.
tl;dr I just rambled a tonne of **** unrelated to your point. I am happy with older graphics but I am pleased and excited by the idea of pushing the boundaries of graphic fidelity.
Oh yeah, that stuff's awesome. It's the Euphoria animation software package thingy. Lots of games have that these days, though. Or something similar. Even Skyrim. Tomb Raider makes particularly good use of that and other interesting techniques. And yeah, animation blending is totally the way of the future. Watch some of the development videos for Overgrowth. The dynamic animation stuff in that is pretty damn amazing.Splintert said:There's one feature that caught my attention over the past few years that I first noticed in GTA 4. I can't quite think of what it's called, but it involves procedurally animating characters based on their environment. That's why Niko's legs kinda adjust accordingly to fit with where he's standing on a ledge and such.