The graphical leap between 2009 and 2019 has been absolutely massive. Do you think this is the correct direction...

The graphical leap between 2009 and 2019 has been absolutely massive. Do you think this is the correct direction, or would you like to see some other things favored over graphics?

Attached: Spider-Man PS4 vs PS3 6.5.jpg (3824x4320, 1.97M)

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Can we get a non-photo mode bullshot of Spider-Man on PS4 so we can make an actual comparison?

I have to quote an industry user from another thread, his post was so good:

>Hey all, actual game dev here (32yr-old and 3D character artist) with a bit of info for anyone interested...

>From a technical and creative standpoint, there actually has been massive leaps forward in just last 5 years, let alone the last decade. BUT a lot of that is stuff the average layman or gamers may not necessarily pick up on or even be aware of. There is a metric shit-load of stuff that is going on under the hood that wasn't even remotely possible a decade ago when it comes to materials, lighting, animation rigging/bones, optimization, raw rendering power, etc. Even the very tools and processes we artists use on a daily basis now didn't even exist 10 years ago (a particular example being the Substance Designer/Painter software packages). The move from low rez textures with a single 'specular' map and a super basic 'normal' map to today's full physically-based rendering (PBR) is arguably as big of a technical jump as sprite-art-to-polygons were. We are able to simulate the real world and real human movement in truly amazing ways that make games that are only a few years old look suddenly dated. I'm regularly blown away by what some of my colleagues are developing internally to simulate our reality. This also has a really neat knock-on effect for even particularly stylized games like Overwatch, Fortnite, and Breath of the Wild. Those tend to borrow aspects of that bleeding-edge tech to push their own boundaries in stylization and epic looking set pieces.

>However, the flip side is that although there are gobs of awesome tech going on behind the scenes that make your games look better than ever, the honest truth is that as we come closer to simulate reality, the smaller the noticeable visuals jumps will be. You can't really go "beyond" realism without basically just making Star Trek holograms...and we're obviously not quite there yet.

Attached: 2009 vs 2018 graphics.jpg (1258x763, 475K)

Pretty bad comparison considering Spider-Man 3 was a fucking rush-job, it looked like shit and played kinda shit and was a massive disappointment coming from Spider-Man 2.

>The graphical leap between 2009 and 2019 has been absolutely massive.
What did he mean by this?

That's not photo mode.
I'm sure you can see for yourself

>That's not photo mode.
It literally is.

i think graphical fidelity is neat but it in no way makes up for art design, gameplay, and frame rate. i'd prefer devs focus on making games as smooth to play as possible over cool lighting.

call of duty black ops 4 (2018) only looks marginally better than Modern Warfare 2 (2009).

>Gameplay is virtually unchanged.

What did they mean by this???

Attached: bbfghdf.jpg (550x780, 60K)

Graphics from 1989 to 1999 and 1999 to 2009 were way more impressive and noticeable than 2009 to 2019. Theres been hardly any leap whatsoever.