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Graphical realism? Whats your thoughts? |
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Titchgamer:
--- Quote from: fallacy on January 23, 2018, 03:34:14 pm ---How real will always be subjective, when it comes to living things a lot of it has to do with the animation and facial expressions. Nice thing about VR as it keeps progressing with all the motion capturing, pretty soon we will have are fingers in the VR world, than leg capture points and after that eye ball capture. There is this one VR game called Elevn – Table Tennis, when you start off you are in a room and an NPC is on the other side of the table moving around doing random small things and I swear I thought it was a real person behind that avatar and I started talking to him. VR right now only captures 3 points your head and its orientation and your hands, even with that your brain puts it all together that this movement is coming from a real body. --- End quote --- Ime kind of suprised they have not done a system kind of like the old eye toy for PS2 (unless for safety lol) Not sure if you ever played it but there was a street fighter game that put you in the game and allowed you to beat up the enemy. I used to practice techniques with it when I did martial arts lol |
pixel:
I cant argue with Photo-realistic porn... but then again... you can just film that stuff in 3d, not needing it to be interactive. (Though..a Physically real Bot, would be 1 Billion times the better option... obviously) But that does bring an important topic up... and that is "Feel". Its one thing to visually see something... but, if you cant actually feel what you are doing... a lot of the experience can be missing / lost / dull. Here are some things to think about... If you have a low quality VHS video... but high-quality Bluray level Audio ... that can still be a great experience. However... The same film in 4k, with distorted audio similar to that found at a fast-food Drive-Thru speaker... and you might go madd. So, Visuals really are not as important as good Audio... And in the same vein, great force feedback controls... can make a low-poly / low-def game, phenomenal. Look at Hard Drivin, and Race Drivin. The sitdown cockpit controls are so realistic in gate, feel, and in dynamic range analog output depth ... that the Low-Poly game, turns into a very realistically feeling driving experience. One that many more graphically intense games, completely fail to come even close too. This is where VR could become the best thing ever... or... turn into the biggest Flop ever... If there are really good physical controls, with realistic feedback systems... (not simple vibration), then the experience, will be an unforgettable one. One that people become addicted to... and keep coming back to play, over and over again, every so often, ... even decades later. This can also be applied to PC games. The poor mechanical design of the analog thumbstick, could be the death of the gaming industry. Its not suited for a good level of precision.. and as such, games using it.. will lack depth of challenge. No challenge = No excitement = No emotion = Boring experience = No more play & no more pay. A higher bar has to be set, and, it has to become a universal standard. (Not a proprietary device) |
pbj:
Eyeball tracking is coming next. Last year Apple scooped up a company that made a device that did it. I’ve messed around with a competitor device and it’s no more obtrusive than a pair of reading glasses. That functionally will have many repercussions in game design. |
Titchgamer:
You are basicly talking about 4D VR there pixel. It was being worked on many years ago (as was VR) but its not happened yet. But I do agree, a immersive experience will always do well and set the bar. Ime interested to see where they go with eye tracking tbh PBJ. |
RandyT:
Every generation of film and video games sees a spike in realism. Not in all titles, of course, but there are always stand-outs. One of a couple of relevant examples I have seen is the opening sequence of COD:WWII. If you aren't gritting your teeth in apprehension for the characters on that boat, and then again as they try to make it across the beach, then your standards for realism are impossibly high. Comparing something like this to, say, Commando, is kooky at best. But it does demonstrate the stark differences in realism which technology has fostered over the last 35 years. In another 35, you'll likely not be watching it, but it will be happening around you. Even if you can't feel the spray of goo striking you from a just fallen brother, you will be terrified. But there will be implications to this. Over time, players will become desensitized to this type of extreme experience, more so than the obvious disconnect from participating in such activities through a flat panel. How that affects future society remains to be seen. Obviously, there will be a higher bar when it comes to film, and characters which you know should be aged or deceased. You approach the situation with that knowledge, so your perception of the event is already biased. This makes it much easier to focus your attention on that character and start analyzing it for defects. The other example I mentioned is Sean Young's character in Blade Runner:2049. I actually did exactly that and was impressed because I could find no obvious indications that the character was CG. I.e. if 2049 was my first exposure to the Blade Runner films, I would not have known. In short, the lines are already blurring, and things will continue to progress in this direction. |
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