Do Videogames Need More Graphical Grit?
Thanks to GamerDad for its editorial discussing whether some recent videogames, such as Metal Gear Solid: The Twin Snakes, look "too sterile and perfect" . The author explains: "The animation is fine but the world Snake runs through is too sharp edged. There's no dirt and grime in the graphics because they're perfect versions of what was seen in the original game. Somehow, these better graphics have detracted somewhat from my opinion of the newer game." He continues: "DOOM 3, for as great as it looks, suffers from a lack of grit in still shots. I'm hoping the final game will not have the plastic look of the current pictures. Even the highly polished Quake III Arena didn't come across as being plastic to me." Do other gamers share this perception of graphical sterility in some recent games?
Videogame worlds are staffed by really efficient janitors, who store all the dust and grime in boxes. Which is why you see those everywhere.
How long before nVidia and ATI fanboys get into wars about which company's "dirt and grit engine" is better?
I predict that nVidia's next driver release actually adds back in some of artifacts that their old drivers used to leave all over the screen. They will claim that this is their new Enhanced Reality Engine and sic lawyers on any site that bitches about the artifacts.
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The ability to cheaply do reflection mapping means anything glossy now gets a perfectly focused reflection mapped on it, which looks cool for about 5 minutes, then starts to grate.
Reflections are rarely perfect. What a lot of these new games need to take the edge off is a blurred reflection.
Here's a test render I did a while back comparing hard & soft reflections: Chrome_Soft_test.jpg
Much like chrome was a craze back in the early days of pre-rendered CGI, these hard reflections in real-time graphics are about to jump the shark.
What were you expecting?
I think we're also reaching what's called the "Uncanny Valley" (good explanation: http://www.arclight.net/~pdb/glimpses/valley.html ).
"Stated simply, the idea is that if one were to plot emotional response against similarity to human appearance and movement, the curve is not a sure, steady upward trend. Instead, there is a peak shortly before one reaches a completely human "look" . . . but then a deep chasm plunges below neutrality into a strongly negative response before rebounding to a second peak where resemblance to humanity is complete."
The website explains it very well, with helpful graphs. Basically, people are willing to accept unrealistic portrayal of a 'live' thing (teddy bears or straight animation). As you approach actual photo-realism people continue to accept the visual as looking 'good'. Take Toy Story or Finding Nemo for examples. But then there is a sudden dropoff where the object looks real enough to be creepy, but not real enough to be convincing. Final Fantasy: The Spirits Within arguably suffered from this.
Relating it to videogames, Mario was only the vaguest representation of 'reality' and everyone was fine accepting this jumping 2D. figure. No one was saying the graphics in Mario were disturbing or whatever. Leap forward to Mario 64, and it's still cartoon-ish enough that it doesn't look weird. But games are beginning to reach the Uncanny Valley where they are real enough to be disturbingly lifelike, but where the movement animation and graphics aren't actually realistic enough to jump out of the Uncanny Valley.
This isn't directly related to what the article is talking about, as this is more about movement animation than the environment of the game world, but it's on the same topic. Games are becoming real enough that we're beginning to have problems with the discrepancies between game and reality. No one complained Mario 64 or Sonic or Final Fantasy VII looked 'unrealistic' because they were clearly only attempts to model and emulate specific parts of reality, to give an idea of the world rather than model every single blade of grass. But as graphics attempt to move towards modeling every single blade of grass they suffer the danger of hitting this Uncanny Vally wall.
-Trillian