Cinematic Game Graphics
CowboyRobot writes "LucasArts engineer Nick Porcino has an article detailing what to expect from graphics in the next generation of game systems including the "influence of cinematic realtime rendering, the promise of advanced lighting techniques and high-dynamic range images, the uses of the rendering pipeline, and the future of multiprocessor-based rendering and advanced geometry."
These will allow run-time rendering of high quality backgrounds and characters, ultimately resulting in games that are closer to full-blown Pixar animations, allowing better narratives and more immersive user experiences."
This article makes for interesting reading for developers and gamers alike.
On a more basic level, I can think of several games I have played that really impressed me graphicly. One that springs to mind (that got a mention in the article) was Quake III from id Software. Another game I remember being impressed with was WarCraft 3 from Blizzard (The way it let you angle the camara and sort of fly from an overhead view into tight third-person was awsome).
With all the cinimatics we're seeing in games (both for the computer and the console) I can only begin to imagine what the future holds for this industry, but I think gamers can be sure of one thing. They definatly have something to look forward to :)
-Adam C. Greenfield
Off-topic, I know, but I've been wondering...
ok, so we've been able render Toy Story in real-time for a while...
But, where are the cards that can generate the sound of one arbitrary object hitting another? I don't just mean positional sound of pre-recorded samples, but really create the sounds from scratch (or an "audio-enabled model").
The trick is going to be balancing the amount of graphical detail with story lines and such. We know that a game that combines the two in just the right amount is pretty damn rare, but I look forward to the days developers get it right.
Personally, tho, I feel that one of the more important aspects is game play. You can have a beautiful game with an interesting story, but if you can't even stand to work inside of the world in terms of control and rules, then what's the point?
This is right on. Of course we should expect computing power to grow according to Moore's Law (although there was a recent article indicating this may fail soon for laptops: Wired).
But if one looks into Moore's Law for Software (Googled) you find a different analysis. In short it looks like algorithm development has lagged sufficiently behind the computational power.
So what does this mean for gaming? It seems developers are hanging onto old ideas and relying on the growth in proc speeds (and bus speed and etc. etc.) to enhance their graphics/rendering. Thus the improved visualization comes to the cost of the consumer by forcing them to purchase faster and faster computers. Now we can run the newest games on the tricked out settings only on the fastest/cutting edge computers. This trends seems to be getting worse recently indicating that Moore's Law for Gaming Software is indeed lagging Moore's Law for computing power. IMO...
But 10 years from now, when someone wants to create something that captures a similar subset of cool features (maybe a fun arcade-y dogfighting game a la Crimson Skies, maybe the new and revolutionary fighting game that introduces some unique quirk to make things fun), they're going to have a hell of a time competing visually in a market where 1,000,000 poly models require a single artist to work for almost a month to make a single character look halfway decent.
Most game models these days are modelled as high-poly originals and then reduced to low-poly in game assets. The time to make a 50 poly model or a 5000 poly model is roughly the same. Whats more, as the graphic power of the target machines is improving, so are the tools people use to make the games in the first place. We've got 3D scanners already.. why not scan the real car for Gran Turismo 29 and use that as a game model?
http://twitter.com/onion2k
What do you want from your AI? Do you want it to have feelings? Do you want the shop keeper's child to have been murdered by goblins the night before so that he won't give you the discount on your sword that your charismatic attributes you spent your level-up points getting are useless? Or do you want predicable AI?
What do you mean by wanting better AI? If you mean you don't want your Peons to creat traffic jams for themselves when harvesting resources I agree because if I'm playing I told them to do something and they aren't doing it, but beyond that I'm not sure what you mean. Can you give an examples of where you want smarter AI to make the game more fun?
1. Better physics. An explosion should produce
dust and this dust should float in air and follow
air currents and obscure light. Me having a
crowbar means I should be able to make dents in
walls and (with enough persistence) climb those
walls. When I pick up a heavy object, I should
get tired and not be able to run as fast. The list
goes on.
2. Better AI. Many FPS games keep their baddies
dumb but make them harder to see to make it
challenging. This is no good. Do the opposite
and it gets more fun. The persistent universe
concept really isn't realized very well in games
that try, again for lack of good AI.
3. More realistic sound. It doesn't have to be
phonon-level realistic but it does have to
reflect the media it passes through AND where it
comes from. If I hit a guy in the neck it should
sound different from hitting his stomach. I am
not aware of any game that features realistic
echoes.
4. Much much higher polygon count. This is
especially evident when a game features vegetation.
Take Far Cry. It is supposed to be the newest
engine with all the goodies but you know what,
you'd never mistake any of the plants in that
game for a real plant. The leaves don't move with
the wind - that's physics lacking. Me not being
able to see twigs and identify trees by shape of
their leaves - that's polygon count lacking.
5. One of those days, someone will do smell. That
will revolutionize gaming if done right.
Unfortunately to do smell right you need to get
physics right first because smell diffuses and
rubs off.
So to conclude, wake me up when the above five
are taken care of. Until then, it'll be same
crappy experience and still everyone will go
oooh and aaah with littlest steps forward
(photon counting anyone).
We don't have real-time Toy Story graphics yet because there is no Real-Time Motion-Blur. Pause a dvd of toy story and look at a frame. Compare this to a paused frame on a video game and notice the difference. Until this technique is incorporated you will always notice the difference between CG for the cinema and video games.
They talk about the next generation having 'Cinematic Graphics'. Isn't that what THIS generation of graphics cards claimed to have?
How much power will it draw? How are you going to cool it? The laws of physics appear to present certain obstacles, these are starting to become real problems. But even if you can make this kind of power happen in a game console -- will it make the game drastically better? Will it even make the graphics drastically better? I have doubts.
It looks to me like we've reached a point of diminishing returns with 3D graphics. Each new generation of hardware is resulting in less dramatic improvement to the images we're seeing. Continuing to throw more hardware at games and calling it a "revolution" will lead only to disappointment.
Ha, I say! Ha! This is the kind of drivel I've heard from game industry pundits going all the way back to the mid 1980s. Somehow it never seems to happen. We've got plenty powerful enough hardware today, and advanced enough AI algorithms, if only there was a serious push to use them. Yet, this article seems to be implying that a deeper and more sophisticated story is somehow tied to better graphics.
I was recently looking at screenshots from upcoming games: Everquest 2 and World of Warcraft. EQ2 definitely has highly advanced graphics, from a technical standpoint. Tons of polygons, massive detailed texturemaps, advanced lighting effects, yadda yadda. . . So why does WoW often look more attractive? I think it's because Blizzard focussed on art with a sense of style rather than flogging the technology.
Blizzard are also working hard to create a well-designed, well-balanced game that's fun to play. Sony, on the other hand, are bragging about their voice acting and how cinematic everything is. Is it a game, or is it a movie? I'd like to play a game, please. Maybe I'm just old-fashioned that way?
After the introduction the article dives into a lot of technical subjects that I'm not qualified to comment on. At the end it wraps it with a surprising admission. .
The author implies that this is a problem to be overcome -- probably by borrowing techniques from film and television. I'm thinking instead: Maybe this is the point where we should take a step back and ask if we're even on the right path, if this is the direction videogames (and computer games) should even be going? Is this real progress?
Good points! Perhaps I should clarify what I mean by "dynamic". Dynamic as in there is a war going on, the actions of my armies influence the direction of the war and the types of missions I can under take. Note there is a general plot: war; however, I can work within the war to influnce and change it's outcome. Just becasue the game changes according to my actions doesn't mean it doesn't have a theme or "plot". It just means I have more control over the eventual outcome. Games that make me run the same missions, over and over are quite frankly, boring. Replay value is nill, and there is no real sense of accomplishment. In the type of game I just described replay value would be pretty good, as there are many ways to win a war. An example of a game that is too well defined would be Mech Commander 2. Pretty and a good premise, but the same missions. It would be better if the missions were generated according to my actions, and if I could do things inside of missions that would affect future missions. Just becasue a game changes, doesn't mean it doesn't have a theme or an overall plot. It just means I can reach those end goals MY way.
He already commented on where he thinks game graphics are going at this year's GDC -- in short, I believe he's saying that 10 years more improvement should get us technologically there, but that there are severe problems with how we create the more detailed and larger quantity of content necessary cheaply enough.