Watch hyperrealistic graphics

what's the point of better graphics if the physics are psone tier?

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Who knows

WoW has the best graphics of all time.

lol how does that cat have such long ears!

user. You listed the least triggering shit found in modern video games.

How about bodies of men launched with high speed into the air, getting stuck between the doors, not letting the player go through tight hallway, being in general completely fucking stupid and player fearing less for his life than encountering a game breaking glitch that will make him fall through the ground into infinite abyss?

you do realize that's the shit I'm complaining about?

what do you think are collisions?

it's 2016 why does it still happen?

We don't exactly have a lot of to work with as far as physics engines go

The Source Engine uses vphysics, a fork of Havok, for props and Qphysics, based on Quake, for actors

Unreal uses Havok

CryEngine uses bullet physics I think

And the Rockstar Advanced Game Engine uses Bullet physics for props and Euphoria for actors

Honestly, the best physics engine we have right now for vidya is by far Bullet, especially for soft-bodies

I mean, there's so much work gaming could do that's more impressive that polygon count and ilumination that could improve gayming.

physics is one area that could affect gameplay.

not even counting there must be an AI engine.

Wew

this triggers me so much, the obvious marketing plot

This is the problem right here. People don't make their own engines anymore.

when can i have something that look good through intent

Tricking people into buying the game.

Cool normalfag memes op

Get a degree in software engineering and focus on programming. See how quickly you get to put it to use with fucking no one hiring unless you're a hispanic midget transsexual democrat.

No reflection in mirrors either.

So you're saying that the collisions were BETTER in the Ps1/Ps2 era?

many of games back then had custom engines, today every game uses unreal or unity.

Pretty much. They can use pretty screenshots and extremely controlled "gameplay" videos to generate hype for their shit game, which fucking retards eat up. Add in a few marketing buzzwords and your shit will sell no matter how terrible it is.

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This displeases the alt-right

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It's easy to make hyperrealistic graphics, in the great scheme of things. It just takes time and attention to detail.
Physics on the other hand takes some serious fucking knowledge, both in physics as a subject and programming. I think we're still a hell of a long way from genuinely realistic physics existing in any sort of game

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Obviously the only way to have good physics is to fake them.

:^)

this is why 4chan stopped making OC

Well it's publicity. Point clouds are actually the future of game engines. Look at all the big winners of the demoscene compos the last 4-5 years. It's quite obvious.

The reason 4chan stopped making OC is because it became too big. Jokes stop being funny when you hear them the 800th time, and on 4ch that happened within a day.

show me something made with a voxel engine that looks as good as brigade.

shame is the only chan that is not completelly dead.

Wew

Except it is dead, because it has retained absolutely fuck all of chan culture. It's literally a shittier reddit at this point, and that's saying something.

wow nigger, nice 1998 graphics.


yeah I agree.
the Holla Forums boards that are not dead (Holla Forums and Holla Forums) are better.

still, Holla Forums should leave

Does the Brigade engine use that subspace diffusion method shown in embed related or something else?

The method shown in the video is commonly referred to as "ray marching", which is a subset of ray tracing where intersections with geometry are not done analytically (as in computing the point of intersection between the ray and a sphere by solving equations and shit), but numerically instead, by marching along the ray in steps and checking if it has gone through a surface after each step.
This particular one is called "sphere tracing" because to detect that the ray has crossed something it uses something called "signed distance functions", which are functions that return the approximate signed distance from a point to some kind of a surface. You can either analytically find that function or compute it for almost any imaginable surface. Another cool property of them is that they can be combined with (kind of) boolean operations, which allows you to construct complex shapes.
The disadvantage of all this shit is that to render your 50000 triangle mesh you're going to have to compute SDFs for all of its triangles in turn and then take a union of all of them, and that's fucking slow. Since most artists work with polygon models and not solid geometrical shapes, this isn't really suitable for games.
Brigade uses bidirectional path tracing with polygon meshes.

Would a game perform well with that method if it used meshless parametric models? That point-bending trick looks like it could be used for animation and physics.

That depends on the complexity of the models. There are some examples of animation done using this method on Shadertoy, like shadertoy.com/view/Mss3zM
but they're slow even with one animated model. It could be possible to use something to accelerate SDF computations or eliminate useless ones, but I haven't seen any research in that field.

trying too hard família

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Bullet is neat but requires a separate collusion mesh for the world, which sucks when competitors like ODE work with whatever scene representation you're already using.

How far do we even have left in terms of graphical fidelity anyways? Shit already looks damn near close to photo realism, the only improvements I can think of is higher AA, texture res, and display res.

Sparse voxel octrees, better realtime reflections, a solution to the forward/deferred rendering dilemma (possibly visibility buffers), practical fluid simulation, fully destructible environments, and more dynamic gore systems.

name one new game thats doesnt look like WE WANT IT TO LOOK A MOVIE godawful ugly shit

Crysis was the last real game to try being photorealistic. Only non games walking simulators do it now.

"photo-realistic" games like the ones in your screenshots look like garbage compared to real life and look nothing like real life for various reasons

1.) limitations with conventional polygon based rendering

2.) lack of time, budget, and effort

People seem to have this deluded notion that if we ramp up the fucking hardware then games will magically look like real life. These things require true artists to perfect, artists that are willing to craft even the most subtle lighting, textures, and meshes down to the last pixel. We will most likely NEVER see anything truly photo-realistic until a team with talented and dedicated artists make it happen. Simply using a newer game engine or newer hardware will NOT make this happen

>hide it with "beautiful colors" a.k.a red and orange bloom or brown and gray fog eating up even more GPU memory

Gunpei Yokoi said that games were going in the wrong direction and that was 20 years ago.
Games that came out 10+ years ago such as HL2 and F.E.A.R. could be reskinned, sold as brand-new with literally no internal differences and nobody would notice.

Fucking seriously. HL2 might not have won in the polygon department, but its textures looked about as good as many modern games do and HL2 came out in 2004.

To blend two models together you will eventually find a point where they meet, and to make that invisible you have to add models in that empty space, after which point you have an empty space in that model.

Basically the only way to prevent seams and clipping is to create and simulate atomic levels of polygon structures.

is hyperrealistic real, or is real hyperrealistic?

That actually sounds pretty good for elevator music.

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Feels good.

It sounds like you're the newfriend here.

oops I meant
*until artists and programmers from feminist arts burger colledges gonna be trashed and replaced by semi-sentinent AI

He's saying it hasn't improved at all since then. And he'd be right. Ragdolls still do weird shit when squished between two objects, clipping is still an issue in many games(Although I'll give a pass to games like Dark Souls with fully customizable outfits, there's no way to make sure EVERY piece interacts without clipping)

my mother owns a company
i made her put that as the elevator music
i've had some people chuckle or make weird expressions and i knew at that moment they were anons

can you clang those anime girls?

This poster isn't me, I don't have Tor

thanks anyways though, its flattering

A E S T H E T I C V A T O R

That's pretty funny if true.

What's the best game hair Holla Forums?

bayonetta's asscrack hair

I'm satisfied with graphics as they are. What I'd like to see now are smoother animation and better particle effects.

I'd say either Witcher 3 or Rise of the Tomb Raider. But the "realistic hair" setting really tanks the framerate if you don't turn down everything else.

How to spot a consolefag: the post

Photorealism and looking good are two wildly different things. And often at odds with eachother even.

Engines, hardware and tools are what will eventually give us photorealistic reproductions of things in the real world; what do you think their namesake, photographs, are made with?
But just like with photographs, that still says nothing about whether the scenes and objects you computerized looked good in the first place.

Ragdolled bodies having no weight to them triggers me.

No, they will just give us the means to do it. You completely missed the point of my post, a better engine and better hardware will not stop lazy developers from slapping on the same bump-mapped textures to rocks and copy-pasting trees

You're only thinking within the context of current tools, it's a 19th century person arguing that a camera won't stop a painter from lazily slapping some green on the canvas for his trees when the entire point is that the camera removes the need for paint and canvas altogether in order to make the trees in the first place.

this is all I really want, the gore system more than anything else, how is it we have insanely complex looking games about shooting people but the actual point of the game, i.e putting rounds or ordinance on soft targets is barely simulated at all

I want to be able to blow off a niggers fingers or dynamically get hit in the spine by a piece of shrapnel from hundreds of meters away

people will cite sof2 but that was just canned animations really even though they did a good job, the closest we ever got that I know of was the devs of Dead Island originally promising to fully model bones, cartiledge, arteries skin etc, of course they scrapped that for the shit we have now

the devs that finally implement something like this are going to goatse every single big shooter franchise if they pull it off without going full autismo

forgot to add that I would gladly accept going back years in terms of graphical fidelity for something like this, I dont give a fuck about some niggers eyebrows, I play these games to shoot people in the face not look at their amazing beards

Any Pompadour with physics

I like your character, would fug.

F1 games nowadays:


Hyperrealism in vidya saturates the market with games which are essentially clones of each other

I can understand your mistake, since all vermin look alike.

Atomontage is more of interest than this scam.

Atomontage is pretty cool but.. isn't that just some minor post-processing where they're just fucking with vertex positions?

Not to say its bad, but there doesn't appear to be anything soft-body about it. Although I guess in the context of rendering its fine.

Gotta be able to analyze and spy on people's behavior in these games, goyim, so that they can be more easily controlled. :^)

This is actually a huge issue.
Nobody, and I mean nobody, wants to code better AI.

We peaked in stealth with Splinter Cell Chaos Theory, we peaked in FPS with Stalker and Fear, we hit the best with brawlers in DMC 3 and Ninja Gaiden.

But nobody cared, and it didn't sell as well as soldiers literally running out of cover and into your bullets in Call of Duty, so we've had about ten years of retardation in AI.

Jesus christ user don't remind me of the horrors of cod """"AI"""
How did this ever get popular? Oh right, 12year olds…

The more I think about it, the more I wonder if all the AI people got swept up in some secret US 'Matrix' project, or a real AI project.

I remember when I was still naive and thought the future would bring better AI in games.

I wonder if the irony of posting an image from a guy who traces all his art was intentional for your post.

That cartoon frog is more sinister than you might think.

Go to 31:30 and tell me you can find that shit in any modern game, at all.
You can't leave trace, you can't lure enemies in with a breadcrumb trail, and you can't expect them to communicate with each other.
That would require actual coding, debugging and testing and, good lord, we can't have that!