They just want to be accepted.Quote:
Originally Posted by MarkRyan
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They just want to be accepted.Quote:
Originally Posted by MarkRyan
Nice hands.
DAAAAMMMMNNNNNN! I'd hit it.Quote:
Originally Posted by FirstBlood
Quote:
Originally Posted by johnk_
no it's not
the lighting engines that are used in games are fucking ancient compared to where we are at with software renderers
that's where the added power should be going obviously none of the "next gen" games shown are utilizing any kind of adavanced lighting techniques hell none of them are even using lighting engines close to what ID is doing with doom 3 and thats a shame right there
There are plenty of 16x9 games now, but the cutscenes are still letterboxed so you know it's a cutscene. Nothing wrong with 2.35:1 AR over 1.85 (or 1.77).Quote:
Originally Posted by BrAnDX105
As for graphics reaching a limit: I'm sure it's been said everytime, but look what happens. There will not be a limit because technology is always changing. Things will become more and more realistic, and we're finally moving into true HD gaming, so that alone will improve things.
http://en.wikipedia.org/wiki/Limit_%28mathematics%29Quote:
Originally Posted by TobalRox
:)
There will probably be a limit at some point, at least for the current way 3D graphics are done, but youre absolutely crazy/clueless if you think Xbox/PS2/GameCube are anywhere near that limit, or even current PC cards.
The biggest limit to graphics in the future is going to be artists, money, and time. Even when our consoles have the capability of pumping out visuals like Final Fantasy: Spirits Within in real time, I doubt that most developers are going to have the resources to pump out something that looks that amazing in the typical 9-12 month development cycle.
Of course, we are no where near the limit of technology. But with the current business model we may be reaching the limit of development time and cost.Quote:
Originally Posted by diffusionx
I mean, you can have a system that can push a trillion teraflops. But in order to utilise that you still have to painstakingly craft millions of HD textures and model one million trillion polygons. That takes time and costs money, and from a business standpoint will that time and money actually pay off in having games that sell?
Development tools can only do so much.
Development tools are also getting a lot better all the time, and algorithms to generate worlds and textures and all that are getting better, too. Look at those FPS games that take up 96K of memory and look great, or Will Wright's Spore for that matter (where virtually all the content you see is algorithmically generated, downloaded in small chunks from the online site of course). These sorts of things will have a greater importance in the next generation of games, just as middleware engines took a greater importance on this current generation (Renderware, Havok, etc.).
And there will always be teams that will go out of their way to build the biggest, grandest, most amazing experience possible, cost be damned. And you know what, its those games that usually make a shitload of money. Im talking about companies like Blizzard, Valve, Bungie, Rockstar etc.