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Graphical realism? Whats your thoughts?
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Howard_Casto:
It's pretty close, but it doesn't matter as you won't see a game with that level of detail for quite some time.  It takes one hell of a machine to render something like that in real time and a butt load of man hours to create all the models, textures and ect for those two very small scenes.  There's a reason you'll see the same tree/leaves/ect used again and again in most games.... somebody has to make all of that stuff.  The only practical way I could see it happening is if someone designs an AI that can be taught to create trees and leaves form scratch based on sample models and textures.... I don't see that happening any time soon despite the impressive algorithms that are out in the wild today.   
RandyT:

--- Quote from: Howard_Casto on February 08, 2018, 02:46:48 pm ---It's pretty close, but it doesn't matter as you won't see a game with that level of detail for quite some time.  It takes one hell of a machine to render something like that in real time and a butt load of man hours to create all the models, textures and ect for those two very small scenes.  There's a reason you'll see the same tree/leaves/ect used again and again in most games.... somebody has to make all of that stuff.  The only practical way I could see it happening is if someone designs an AI that can be taught to create trees and leaves form scratch based on sample models and textures.... I don't see that happening any time soon despite the impressive algorithms that are out in the wild today.

--- End quote ---

According to some of the comments, that code can be run from a laptop.  So the system requirements might not be as high as you think.  As for the assets, they are just that.  How many times would one need to create a forest for use in a game?  Especially considering that these things are rendered in real-time, and procedural variations can be applied as needed.  Nvidia, I believe, has demoed technology which can turn day into night and alter the seasons of a scene, making what looks like a summer day, appear to be a winter scene.  If these types of procedural effects are perfected and made part of the graphics hardware, this would greatly reduce the burden on asset creation.
Howard_Casto:

--- Quote from: RandyT on February 08, 2018, 03:29:25 pm ---
--- Quote from: Howard_Casto on February 08, 2018, 02:46:48 pm ---It's pretty close, but it doesn't matter as you won't see a game with that level of detail for quite some time.  It takes one hell of a machine to render something like that in real time and a butt load of man hours to create all the models, textures and ect for those two very small scenes.  There's a reason you'll see the same tree/leaves/ect used again and again in most games.... somebody has to make all of that stuff.  The only practical way I could see it happening is if someone designs an AI that can be taught to create trees and leaves form scratch based on sample models and textures.... I don't see that happening any time soon despite the impressive algorithms that are out in the wild today.

--- End quote ---

According to some of the comments, that code can be run from a laptop.  So the system requirements might not be as high as you think.  As for the assets, they are just that.  How many times would one need to create a forest for use in a game?  Especially considering that these things are rendered in real-time, and procedural variations can be applied as needed.  Nvidia, I believe, has demoed technology which can turn day into night and alter the seasons of a scene, making what looks like a summer day, appear to be a winter scene.  If these types of procedural effects are perfected and made part of the graphics hardware, this would greatly reduce the burden on asset creation.

--- End quote ---

I hate to keep using the Assassin's Creed example, but that's what I'm playing right now so.....

You would think you would only need to create the assets for a forest once, but you would be wrong.  The AC series recycles assets from previous games so much that it isn't even funny, and every time they do it, I recognize the old models and it takes me out of the experience.  I've been running down the same tree branch for a leap of faith since ACIII.... some of the Egyptian buildings and architecture are actually recycled and reskinned structures from AC II, ect.   Understand that they are extensively modified and in theory I shouldn't be able to recognize them.... and yet my brain recognizes that something is familiar and after a few minutes it'll dawn on me where I've seen it before.

My point is, you can't recycle assets.  Maybe small stuff like leaves and blades of grass, but the overall structure can't be salvaged.  I believe the procedural stuff you mentioned are just some fancy shaders, and thus what they can alter is limited, but it is still impressive.  It doesn't help the asset problem though.
RandyT:
Within 10 years, most of the hard work will be handled by AI and procedural effects anyway.  It'll still be handed off to human artists to make sure everything is pretty, but reality is too time consuming for humans to re-create.

Think a site like Mixamo, which already does a very good job at automatically rigging humanoid models, which is normally a very time consuming task.  At some point, developers will be able to describe to an AI what they want, pick from a number of results which comes close, and the machine will spit out fully rigged models and complex scenery after a few iterations.  The Internet will continue to grow as the repository of human knowledge and experiences, including all of the photographs people upload to the hive, and this will be from where the AI draws it's resources. 

If this isn't the approach of the future, a holodeck won't be possible :)
Titchgamer:
I totally want to play DOOM on a holodeck... That’s like my life’s dream lol
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