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File: PBR.png (1.01 MB, 812x1000)
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>ruins vidya graphics forever in you're are path
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>>737374223
2 decades later and water in HL2 still looks better than in modern games.
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>>737374418
If we'd stalled at HL2 level graphics and by extension all prior, and focused more on gameplay/internal scale of the game itself, we'd be in a better place than we are now.
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>>737374223
before pbr we had Phong
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>>737374223
That's not raytracing though
>>
It's more that art production is now the bottleneck in game production. Making photoreal assets takes a long, long time.
>>
>all of these retards who don't even know what PBR is
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>>737374223
It also increased game size 10x because of all the extra textures they need now
>>
>make video game graphics as hard to decipher as real life (a task that scouts, guides, soldiers, hunters, naturalists, etc. practice for years)
>have cover your realistic game world in way points, magical fairy dust trails and cum ledges
>>
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lol
All the "why did graphics stagnate posts" here feature ~10 year old games with PBR
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>>737375264
>Making photoreal assets takes a long, long time.

Not with photogrametry, japs use it all the time, particularly in the new RE games, the village houses interiors in RE8 are very clearly photogrametry.
>>
The early 2010s really were the peak of reasonable game graphics
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>>737375264
>Making photoreal assets takes a long, long time.
Actually it's the opposite. With shit like photogrammetry and huge libraries of pre made assets you can just drag and drop into your game like Quixel Megascans and Speedtree for vegetation companies can shit out next-gen photorealistic games really quick and easy. That's the reason why they contract third party indian sweat shops to make their games, they just drag and drop pre made photorealistic assets into their games and call it a day. It's also the reason why modern games all look the same, they're all using basically the same assets.
>>
Yeah man they should've of stuck to metaphysically B A S E D anti anisotropy
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>>737375264
retard
>>
>>737375584
>Actually if you buy an asset instead of making it it doesn't take a long time
RETARDED NIGGER SHITSKIN MORON SCUMFUCK IDIOTTTTTTT
>>
>>737375278
>>
Every games now is:
-Trick investors to give you 50millions+
-Crawl linkedin for 100 artists all working in the same unreal engine workflow
-Shit out your project in 4-5 years
-Fire everyone on release
>>
>>737375647
Sorry ranjesh I already redeemed it.
>>
>>737375217
ray tracing is fine but path tracing and everything done to try and force it to work real-time has definitely been the main culprit, at least in this generation of games
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>>737375621
Yes, they do take a long time to make
>Well ACKSHUALLY in my chinkslop garbage they scanned all the rock models with an iPho-
And it looks and runs like shit.
>>
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I only think KCDII is a good looking game. Graphics have turned to shit. I was playing Far Cry 1 and somehow that still looks amazing.
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>>737374418
right
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>>737376658
Is this supposed to be a counterexample? Of course the type of person who plays Crimson Desert would like this slop.
>>
>>737376729
cope
>>
>>737376658
>need lighting set to max with raytracing reconstruction to looke good
>runs at 20fps
you turn it back down to "Ultra" instead of max and the water shimmers like crazy
some spots you can't even fish because the bobber is invisible because of it
>>
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>>737376658
you could have posted water that actually looks better like the water in sea of thieves
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>>737377025
No, that's too god. It's needs to be flat geometry with an animated texture according to
>>737374418
>>
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>>737374223
This is a rock in Everquest. It does it's job. It's a picture of a repeating rock texture spread across some simple geometry. Your brain knows its a rock when playing the game.

I once did a tutorial on making a modern AAA PBR rock from the guy who did rocks for Ghost of Tsushima. First we pulled rock references. Then we got into Z-Brush and started sculpting a basic large rock shape. We had to use special brushes and constantly used our references to get the basic shape. Then we spent 4 hours carving detail into the rock high-poly to make it look as good as possible. Then we used crevasse masking to darken parts, we did hand painted roughness maps for shinier parts. Then we took the whole rock into blender and retopologized it, which had to be fixed by hand. Bringing the poly count down to around 3,000 polys. Then we took it into Substance Painter and baked the high-poly details onto the low poly and went on to further texture the rock using all sorts of automations and dials and masks until finally we had a game ready rock... it took 45 hours.

3k poly rock that takes 45 man hours or a 64 poly rock that takes 3 man hours... the player's brain still just sees a rock. The modern 3D art pipeline adds no value, it does not contribute to suspension of disbelief or immersion or making a game more fun. It is just a massive waste of resources that could be spent on NPC AI, animations, or just general gameplay depth.
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>>737374990
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>>737376729
You can pretend to be reddit all you want you are as funny as your dad was when I fucked his ass
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>>737374223
Physically based.
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>>737378296
Excellent post. Do you have other experiences to share?
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>>737374990
That's an extremely antisemitic thing to say.
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>>737378958
Mainly that realistic PBR game art detracts from the purpose of visuals in a game. Visuals in a game are COMMUNICATION.

Ultra realistic graphics miss the point of game art. A video game's graphics serve one purpose: to communicate the events taking place in the game world for the player to interact with. Graphics tell the player:
> what a thing is
> where the thing is
> how the thing reacts to stimuli

A minecraft apple sprite and an ultra detailed realistic apple sitting on the ground in a game world achieve the same goal. The player knows its an apple, they know where it is, and if they interact with it will (hopefully) do something. In fact, the Minecraft apple is BETTER at achieving all 3 goals of 3D art than an ultra detailed apple because it's easier to see, it's easier to tell what it is and it's easier to see how it interact with you due to it's stylization and simplicity.

So ultimately, the advances in graphics are overly expensive, make games take too long to make and actually function WORSE than simpler and more expressive forms of 3D art.

Even if the game in question requires a gritty realistic look, Counterstrike 1.6 is just as immersive as Counterstrike 2. Crazy simulated graphics are nothing but a novelty, they are cool to look at for screenshots, but once you're playing the game they become nothing but communication... which is why Minecraft is more immersive to most people than Call of Duty.
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>>737375278
The children need something to argue about
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>>737374990
Don't make me think about that
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>>737374223
Anyone remember that Austrailian company that promised "UNLIMITED GRAPHICS" lol. They were called Euclidean something
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>>737375338
I think the idea of PBR is to achieve photorealism through shaders and not textures. So in a way more from code rather than images.
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>>737380670
It does help with realism but a big area it helps with is consistency, so regardless of the lighting conditions whatever is shaded should look "correct"
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>>737380670
A weird side effect of PBR is it gives everything a sort of washed out, plastic look to it. All the materials in the game are all so busy, reacting to all these various simulations, that something gets lost...

I think that's why some people really miss pre PBR 3D graphics, because the artist was more in control and game art was defined mostly by the texture painting process, which is a very art centric approach which builds on all sorts of fundamentals like color theory, composition, shape language, etc., and the move to PBR allowed devs to just ditch all that and make stuff realistic, so it becomes more like a hollywood set designer laying out props than an artist crafting a look.
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>>737376658
>muh realism
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>>737377192
Yes. Less is more, faggot.
>>
>>737374990
But making actual good games is hard
>>
>>737381338
Is this Moon?
>>
>>737374990
The point of the video game industry, and greater entertainment industry as a whole, was never to actually amuse or please you.
>>
>>737382454
Phantasy Star Online
>>
>>737376317
I was actually underwhelmed by it. It doesn't look much better than KCD1.
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>>737378296
you can skip most steps if youre not cockstar india, just use static const brushes for mesh sculping and paint brush a rock texture. ao will darken it and fuck shiny anti soulgas-tier shit. 5-10 min job
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>>737375264
unironically AI will solve this problem
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>>737382819
gms
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>>737382819
What style do you think the AI will be trained on?
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>>737382682
Ah I see. Moon (2009) for the DS had very similar looking areas (that I can't find a good screenshot of lol) that's why I asked.
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>>737374223
Every PBR game looks the same
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>>737376658
This is ugly. Look at how muddy and undefined the crest of the wave looks
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>737383081
>frognigger is blind and retarded
Many such cases.
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>>737381338
it doesn't have to be that way
insert the ad nauseum refrain that Pixar switched to their own PBR solution many years ago
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>>737374990
>we could still have basic msaa without shit smearing on your screen with the tiniest of movements and hallucinated ai frames out the ass
And I was having a nice evening.
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>>737383126
Don't you just want to dive in anon? Now this is some video game water.
>>
File deleted.
>>737374223
>progress ruins thing for people that will be left behind
adapt and embrace or leave
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>>737383503
>new game good
>old game bad
>do not play old game, only buy new game
shalom
>>
>>737374990
TRUTH RESONANCE CASCADE
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>>737374223
game used to have bespoke rendering pipelines with unique looks. now they all use the exact same pbr shading and it sucks.
>>
>>737374223
i prefer virtually cringe rendering myself
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>>737378296
sorry but there's a middle ground between literal doodoo like that pic and the work you're describing. eq1 looked dated even when it was new. also this is an excellent potential use-case for AI if everyone stops being faggots about it.

t. white first-world millennial
>>
>>737380670
pbr uses a texture for shinyness/metalness/roughness. Each channel(r/g/b) is one of those.
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>>737383650
This. Vertex colors / vertex lighting is one of the most interesting ones to me. In PS1 / N64 games they would take the texture color and mutiply it by vertex color to output a combination of vertex color + texture. This is how Spyro and Banjo Kazooie got their cool colored lighting.

In the early 2000's real time per-vertex lighting and bloom showed up on the scene and there were some cool approaches devs took. Jak & Daxter and World of Warcraft particularly did an interesting thing where they took the vertex lighting color data and multiplied it with the albedo texture art with pow2, essentially making a 50% color value = the original texture, and 0% white color value making the texture even brighter than it's original color (triggering bloom) and a 100% black color value making it darker. This made per vertex lighting allow for some really rich value contrast without blowing out the original texture art, with a threshold to trigger bloom to soften the visual effect.

Totally lost art today and it's one of those niche pipeline things that indie devs never mess with.
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>>737383935
Of course there is, my point is that something as minimal as Everquest or Minecraft is able to totally immerse players. A graphics objects job is just to communicate what it is to the player. Nobody cares how realistic the rocks look except fags looking at screenshots, it has no affect on the game experience.
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>>737379873
It’s funny because this is why the yellow paint plague has spread so far.
Everything is detailed, but only 5% of it is actually interactive. Instead of what is important being obvious at a glance, everything has the same visual significance. And so they have to cover all their details with neon yellow paint.
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>>737384201
>my point is that something as minimal as Everquest or Minecraft is able to totally immerse players
You forgot to mention assuming it has a coherent art style. Indieniggers have been trying to ape PSX aesthetics for example for a while now and 95% of those games look like pure, unfiltered dogshit because they have no art style at all.
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>>737384440
But it has the jiggly polygons! What more could you want?
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>>737382734
But KCD already looked very good. I feel it improved quite a bit.
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>>737381338
Imma post these again
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>>737374223
>is called based
>isn't based
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>>737385071
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>>737385107
based? based on what?
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>>737375669
Kek, based
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>>737385042
that's what I meant. KCD1 already looked great.
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>>737382863
It will. Repetitive bullshit like that is perfect for Ai.
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>>737379873
>A video game's graphics serve one purpose: to communicate the events taking place in the game world for the player to interact with.
Graphics also look nice, provide atmosphere, and immersion. Maybe you don't care about that but I do. The fact is though you do care about that, otherwise you would be OK with all 3D graphics being wireframe models or basic geometry with block colors and no texture. There's no gameplay need for that skybox or the moon or the flying meteors or the design on the character's shirt or the shading on his hair. None of that informs the gameplay, but you like it anyway because it provides flavor.

We can disagree on what the optimal level of detail is but at least frame the argument honestly. I guess it wouldn't sound as compelling to argue for one arbitrary cut-off vs another than it would to frame it as an argument about the semantics of visual design though.
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>>737385349
KCD2 also performs a whole lot better than 1, so even a marginal improvement in graphics is impressive.
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>>737385119
>>737385657
No that anon, but what are "good graphics"? Like complete photorealism? How good does "good" need to be before it's "immersive"? To what level of fidelity and to what end? Rendering individual skin cells? Molecules?
>>
>Dunning-Kruger armchair experts talking about computer graphics technology like they knew anything about it in depth, technical, engineering level
t. I know grapiks because i modded skyrim and watched linustranstips
t. I know cars coz I watched Top Gear, carwow, play Need For Speed and watched Initial D
>>
>>737383981
he's right though. those textures give you variables that will then enter equations to calculate the actual color of a pixel. as opposed to the classic concept of textures simply being drawn directly. that classic texture is also still there and it's called "albedo". in PBR the albedo texture almost always looks vastly different from the final look you see ingame, whereas in old games you would see the raw albedo plus a color from a real-time light source, or the color from a baked lightmap.
>>
Great book, would recommend.
A good PBR system should be flexible enough to allow for NPR rendering. Pseudo cel-shading with exaggerated GI can look really good.
>>
>>737379873
>minecraft to callofdoodie
>apples to oranges
Imagine being this dumbfuck. Maybe compare Doom to fucking COD and Rust / The Forest to fucking Minecraft.
>>
>>737374223
I miss physics so much. They don't even use ragdolls in a lot of games anymore, we have regressed back to death animations to focus on water reflections instead. So gay.
>>
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>>737383650
Isn't it crazy how vice city is the only game that looks like this?
There is so much potential in 3D graphics that is untapped because everyone things doing it the same way
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>>737383650
PBR shading isn't the issue. Most devs just don't bother with tonemapping. Just like how every netflix flick is filmed with the same cameras and have the same premade LUTs slapped on top of it.
>>
>>737386338
You didn't understand what he said at all
>>
>>737375647
You don't get an award for modelling a realistic tree in Maya from scratch over using speedtree whatever the fuck.
Even older "soulful" games that aimed for realism used photographs as is for textures, like Valve using photos of a corpse for their burnt corpse or Capcom using other people's photographs without credit for environments.
You are a fucking moron to cry about it. It is nothing new.
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>>737386059
Those are interesting questions and to some extent you can take measurements for those answers and to another extent it's personal taste. I really like the graphics in Horizon. The dense foliage is incredible, it's colorful, I like the robots with all their moving parts and destructible armor. I like how the lighting interacts with everything and the sun gleams off of metal artifacts. It has amazing water and great texture detail. I enjoy all of that about the game. It also manages to be visually coherent, readable and incredibly performant by modern standards. Runs at 100fps max settings at 4k on my 4090.

I also don't think games need to be that detailed. My favorite visuals in any game are probably Oddworld Abe's Oddysee and Exoddus. The sheer level of detail in the backgrounds, the design of the enemies, the 3d rendered sprites, everything about those games is gorgeous. There's so much texture and grit there, every single background is a work of art and it's a joy to play. Again, the game is none the less readable for it, but that isn't sufficient for enjoyment. I want it to look nice and those games do.

I don't know if gaming would be better had graphics never advanced past gen 6, I can certainly see the argument there. I don't think advanced graphical features and high footprint assets need to be in every single game and often they do not benefit from it. But sometimes they do and I certainly enjoy those games.
>>
Something about the forests in KCD and Tarkov are really cool to me even though I usually dislike photorealistic foliage
>>
>>737385657
I disagree. All of the atmosphere and immersion are an element of visual communication. The skybox tells you the time of day, or may give a sense of foreboding or comfort. Graphics should absolutely look nice. But making them ultra realistic is not the only path to nice.

Graphics are visual communication, they tell the player what is going on in the game. At it's most basic level graphics tell you what is a wall, the floor, an apple or an orc. But on the second level they give you a vibe, the atmosphere, the fashion styles of the world, the colors communicate feeling, the shapes communicate feeling. All of this is important.

The metal buckle on my AAA character's belt accurately reacting to lighting adds NOTHING to the visual communication.
>>
>>737386703
You make a good point about art direction and how detail and density aren't always bad. Oddworld was made by a guy who went to art school and was a painter in New York before getting into hollywood special effects and ultimately games. Oddworld games come from a particularly artistic background that use 3D graphics as tools for art, PBR is using technology to replace art. The artists hand is erased for the automation of simulation.

Horizon is definitely a beautiful game, it's graphics are quite advanced. But does the dense simulated foliage and accurate reflection on pebbles on the ground really add more immersion than the hand painted foliage and ground textures in World of Warcraft?

Horizon is also a very busy game, it's very hard to see everything that is going on, which is why the UI must constantly highlight objects and help you tell what is interactive and what isn't. This has been going on in games for so long that gamers seem to just be used to it, but it wasn't always this way. People used to play games like Thief the Dark Project where you would actually scour a room for things to loot using your eyes, and not just autopiloting over to the glowing icon.

The modern PBR workflow tends to make things overly busy, overly detailed, and visually cluttered. This makes it almost impossible to know what is interactive and what isn't, which is why games have yellow paint and glowing icons on everything... at which point, your brain no longer visually explores the world, it just follows the glowing light. Immersion killed by detail!
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>>737375146
DSIII used pbr
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>>737386059
Good to me is when the game makes me pause for a moment to look at the environment around me. That doesn't mean technically good, but means the artist managed to convey something meaningful. Killing Time isn't a good-looking game, but there were a few spots that stood out to me. This views evokes more in me than many modern AAA games do
>>
>>737387817
>Horizon is also a very busy game, it's very hard to see everything that is going on, which is why the UI must constantly highlight objects and help you tell what is interactive and what isn't. This has been going on in games for so long that gamers seem to just be used to it, but it wasn't always this way.
PS3 generation was onto something with how they handled this.
I would bet over the next 5 years realistic lighting and detail is going to take a backseat to scene composition and artistic coloring at the expense of realism in AAA
>>
>>737386646
>>737384201
Oh but I do. The Forest is EXTREMELY immersive. Play it blind, no walthrough, lights off, good headset, and start exploring and live out your life as a survivalist, go sandbox or even do the story mode at your own pace at anytime. Go in the caves when you think you're ready for it.

Your dumb ass is confusing gameplay with graphics, art style vs art direction. Novelty of concept, to the actual finished product, the actual execution of it.

The execution is what matters the most. Go install a J2ME emulator on your PC right now and find a .jar file of the game Deep 3D: Submarine Odyssey. Incredibly immersive gameplay and clever and impressive technical programming on and old ass, weak fucking Java cellhpone from the 2000s. It's incredibly addictive. They did Galaxy on Fire 1 before it and that was horribly executed, awful art style, awful UI, despite using the same technology, programming, engine and hardware. The duos (that pioneered 3D CAD in the 90's) that founded Fishlabs left and started a new company and kickstarted the games that we now know as Everspace 1 and 2. Same brilliance, same terrific execution, only with newer technology and modern graphics. The same incredibly immersive space sim.

Games like SOMA, Subnautica etc these are all amazing and incrediblly games, with modern realistic graphics, Outer Wilds is modern but with different art direction and art style, still incrediblly immersive. Fucking FAITH is absolutely fucking kino, a fucking masterpiece, masterclass in all aspects despite looking like an Atari ass early 8-bit game.
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My favorite water is from Arkham Knight, looks delicious in motion
>>
Execution is key. There's nothing immersive playing Pokemon on the Gameboy, exploring the dark caves, even back in the day, it just feels video gamey. Yet somehow doing the same thing in FAITH feels incredibly immersive despite looking worse, because you're being hunted in dark room and all you have is the flash on a camera that you could only periodically use. Of course there's nothing immersive in fucking COD, it's a shit series to begin with. But oh boy the sound design, the virtual spatial awareness you get playing The Forest is something you could only get with modern tech and realistic graphics. Outlast on Unreal Engine 3 was one of if not the earliest games that had that combo. The spatial awareness, kinetics, motion synthesis, FPV, POV holding out your arm with the camera, and looking through the viewfinder, crouching and hugging the wall, creeping and peeking out the door, edge of wall and seeing your Player Character models dynamically physically react to the surrounding environment was groundbreaking. It sets the bar for FPS / FPV games and everyone followed suit afterward, to get that same level of realism. Execution is fucking key.
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>>737374418
this looks like shit, you nostalgia-blinded unc retard. You can literally see the repeating tiles of the same water texture.
See >>737377025 for an example of actually good looking water.
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poorfag general?
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>>737387817
pbr isn't forcing people to dump a bunch of useless clutter in every scene, it's just a modern design trend to do so
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>>737387817
Visual clarity isn't even a consideration in modern game design
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>>737388506
yeah
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>>737388934
This game looks good but I think the fact that it's perpetually night time does a lot of the heavy lifting.
That being said, 99% of AAA games look worse than Arkham Knight and require 5x more powerful hardware, what the fuck are we doing?
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>>737374223
There's nothing wrong with PBR. Materials in real life react to light. Movies have used lighting to create moods and artistic-looking sets for almost a century.

The problem is that video game artists don't know how light scenes correctly and just rely on default engine lighting.
>>
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>>737374223
>physically-based rendering
maxwell's equations are beyond 99.9% of people
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>>737389106
shitting up the industry clearly for cash grabs with gacha.
>>
>>737374223
PBR is fine though. It can be done poorly like anything, but there's nothing wrong with the tech.

All of the modern graphical problems are related to ray tracing and, to a lesser degree, deferred rendering.
>>
>>737389106
Arkham was a disaster on launch. It took YEARS to fix it. Looked bad, runs worse and it's riddled with all the bloated tech like Nvidia Gayworks at the time. Heck it was a benchmark title for most tech """""guru""""" sites because it runs bad. If your PC could handle it = CPU/GPU stronk lol.
>>
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>>737389403
>Heck
>>
>>737388781
It is, though. The decoration has to increase to match the visual density of the assets.

Imagine a wizard's room in a PS1 game. Stone texture on the floor, maybe a rug texture on top. Wood texture on the walls. A wooden table with a scroll on it and a skull and a candle. One simple wooden door in and out. This room would be acceptable with it's low poly simplicity, and players would likely immediately try to interact with the scroll since it's one of 3 core props in the entire room.

If you suddenly took that same room and made it in AAA PBR styled detail, it would look really silly with so few objects in the room. So you'd add more wood columns on the walls, some rafters maybe. Add some chairs, maybe a few more tables on the sides of the room, maybe some tapestries. Lighting is real time now so you need light sources, you have to add a fireplace, maybe some oil lamps on the walls, more candles, some windows. The table would be too barren with just 3 objects; so take the scroll and add a bunch of runes, some quill and ink, some crystals and gems, a sack of instruments, empty potions. Now add some fog, some dust motes in the air... now you're finally up to AAA standards... but alas, now the player has no fucking clue what to do in this room so you have to put a glowing icon on the scroll!!!!
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>>737389403
Now it's one of the best games made in the last 11 years and it shits on everything made since, how does that work?
>>
>>737386824
They got the 'feel' of a real forest right. Playing KCD made me want to stop playing, go outside and take a walk through the woods. Except I live in a urban shithole and can't actually do that.
>>
>>737386824
It's the lighting.
most games make forests dark as fuck and they simply don't look like that in real life, so when you see one in a game made by someone that doesn't live in a grey concrete apartment in San Francisco, it's almost alarming how good it looks.
>>
>>737389615
Because they're still working on it retard.
>>
File: F.E.A.R.gif (2.95 MB, 595x335)
2.95 MB GIF
>>737389106
>what the fuck are we doing?
Buying garbage games because there's little else to play, which reinforced the industry to produce more garbage games since they're easier to shit out than quality titles. Want to solve it? Stop buying new games, and play old ones instead
>>
File: output.mp4 (3.26 MB, 1280x720)
3.26 MB MP4
My graphics engine supports switching between PBR and other lighting models in the press of a button (you can see which is active on bottom right)
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>>737390158
Dude this is awesome!
>>
>>737390158
neat
>>
I like half lambert lighting the most
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>>737389843
Northern Journey has some great forests and the game is fully unlit with like mid 2000's level graphics techniques. The dude would go out and take pictures of real foliage, make tons of trees and grass and things to fill up the scene with density and then paint vertex colored lighting on to fake lighting, then layer on some fog.
>>
>>737386059
>No that anon, but what are "good graphics"?
The best you can do in a reasonable time-frame that doesn't interfere with game readability, conflict with the chosen art-style or tank performance. Dishonored is and always will be fantastic because it's very cohesive and informative, Dying Light is much more detailed and realistic but still fulfills all those principles.
>>
>>737388934
Nvidia Rain is literally the only meme technology NVIDIA made that both looks good AND doesn't rape the performance, and they used it once for Knight and then never again.
>>
>>737390578
A good looking forest really is one of the coolest things you can put in a game
>>
>>737375584
only if your game works with libraries
if you need custom stuff, good luck
>>
>>737382675
Nope. I mentioned something about in some threads a while ago. Computer graphics was first used for warfare and defense (satellite, missile trajectory, instrumentation and controls, maps etc) and when it got better in the 80s they used it for digital/virtual flight simulation, replacing the analog ones, again for warfare and defense (and of course for commercial flight), and now, the future? To make a hyperrealistic virtual world, mass VR, preparing for the endtimes, fake 'Rapture' and instead of ascending to Heaven we're soultrapped into another Matrix by the elites, the cabal who gets to actually transcend themselves, achieving divinity and godhood powered by the Matrix, powered by our soul spirit and body. Our thoughts, intents, imagination are powering and expanding the 'cosmos', which what the elites have turned into, the codes, the source of the codes itself in the Matrix. Becoming this Matrix's new Monad. Then the mainframe, the actual comouter, machine itself, the firewall becomes the new Demiurge, overseeing and gatekeeping information transfer between the Source and the World, and in the world are the newer elites, a new cabal, the nephilims as the emmisary to the Demiurge. It's a repeating loop, neverending cycle. Don't get on the ship.
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>>737390618
Dying Light is garbage. Visual junk and noises - Chromatic Aberration, film grain, blur filter, I get it when it's used in like Outlast, coz you're looking through the viewfinder of the camera, the display, lens etc, and they're only present when using the handycam. How the fuck does that work in fucking Dying Light?
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>>737388296
>this view
>it's a google grass texture, some cube buildings with flat repeating textures and a skybox that looks unfinished
aight
>>
>>737391379
And when you get the seizures suddenly someone farted in your general direction and throw ammonia snake repellent in your face and it looked like Agent Orange in the middle of fucking Vietnam War.
>>
Realism is cancer. Art direction is the most important part of any game visually and it's not there because "art direction" nowadays, especially in AAA, just means "make it look as real as possible like a movie" and then everything is shipped off to India and Rakesh and Kumar's only frame of reference for anything is Marvel movies.
>>
>>737380578
Yeah they were doing some sort of voxel thing right?
>>
>>737380578
So, he couldn't secure a deal for a game studio and he pivoted his 3d point cloud data engine to civil engineering for a few years. Their engine was capable of reading like peta-bytes of indexed point cloud data for civil engineering planning and shit so it was an interesting niche.
Afterwards he left the company he created and last time I checked on him he's doing 3d holographic virtual zoos in australia (see https://www.youtube.com/@AxiomHolographics/videos)
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>>737374223
Disney's fault, look into it
>>
>>737376317
Doesn't KCD run on the crysis engine still? That's probably why.

Shit ran on my 660 somehow back then.
>>
>>737375146
>>737388241
Demons and Dark Souls 1 kinda look better than all the games that came after. That muddy smeary look the newer games has sucks ass.
>>
>>737390646
I hope they're serious with their AI tech because AI can easily solve weather for video games, physics mostly too.



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