This is why we need ray tracing.
This is why we need ray tracing
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You called, mate?
Why do modern games not have good water?
the fucks wrong with his hair
It's neglected to save vram
Holy fuck, how do you fuck up that bad?
More like Ray Chasing
real time graphics processors do awful at reflections, so video games try and cheat to make it look good.
the image just didn't render again over the top of the water like it should've with their cheat.
Star Fox Adventures had even worse reflections. It was just the current framebuffer flipped upside-down.
But from a programming standpoint, how are they supposed to be done?
For water (and other planar) reflections the most common method is to render the scene a second time mirrored around the plane of the reflective surface, and then use that as a reflective texture when rendering the water.
why the fuck his hair look so stupid
RT in BFV still uses SSR so it's not really the end-all solution yet. Maybe in a few generations.
And to be smart with it, you only render what is absolutely necessary in the reflection.
Water tends to be a bit blurry, so you don't need to render in a high resolution.
>This is why we need to stop using modern "realistic" graphics.
Fixed. Modern graphics will never look good so there's no point even trying. Go back 20 years and stay there.
No
Looks better than any modern graphical clusterfuck with textureshit smeared everywhere and blinding, horrible, unrealistic particle and lighting effects.
True, and games often use a much lower LOD for rendering reflections. This article takes a look at how GTAV does planar reflections adriancourreges.com
The image rendered for GTAV's reflections are noticeably lower quality than the main image.
>PS1
I for one am partial to simplified geometry and textures in lieu of a more accurate rendering engine. I think Absolver is one of the better demonstrations of what I mean. Superhot more or less explains it as well.
Jesus, you could apply that logic to any game. Imagine being this retarded to actually think that gran turismo actually looks better than games now
is this supposed to be something to strive for? It looks okay for 1999 maybe, but other than that it looks like a damn mess dude.
So much for "deferred rendering is to blame for all these missing things"
I even think you can render perfect planar reflections directly into the G buffer and then just treat the mirror as a transparent window.
The monster is bump mapped.
All without a GPU.
But with that said I think it poses some difficulty in pipeline unification, which I can imagine is why a lot of games tend to trend more towards realism with increasing amounts of poly budget being spent on props, vegetation, building and so on. I don't have an example on hand, but if your weapon designer and your character designer are working from opposing ends for example, you might end up with highly detailed weapons with greebling out the ass and characters using flat shading and solid colors, it won't make visual sense because congruity is gone. Of course these assets in general should (hypothetically) be easier to make so the art team could afford to be much smaller.
And to contrast the point, when modeling from the real world you have direct 1:1 real world objects, photogrammetry, and photos to work from. Your sword does not have excess detail because it is a retopo'd photogrammetric model. The materials are made real to life using PBR textures. Basically the whole kit is inherently unified and so art direction isn't wholly necessary, but there's sure as shit going to be more vertexes to push and more pixels to lay.
Water graphics peaked with Final Fantasy Crystal Chronicles.
>Voxels
Kill yourself.
>I don't have an example on hand
Even though it was deliberate, the kid in The Last Guardian. Looks odd to me.
triangle good
cube bad
t. Hideki Sato
Something about FFXV's lighting/reflections in regard to water is incredibly fucked up, has been since the alpha stages, and SE has never even attempted to fix it.
Someone just psot the autistic shitposting from a Yea Forums user pretending to be a retard from the miiverse. God I hate you people.
Outcast doesn't use voxels, it's just a height map rendered using a technique similar to parallax occlusion mapping.