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2000x GPU Performance Needed To Reach Anatomical Graphics Limits For Gaming?

Vigile writes "In a talk earlier this year at DICE, Epic Games' Tim Sweeney discussed the state of computing hardware as it relates to gaming. While there is a rising sentiment in the gaming world that the current generation consoles are 'good enough' and that the next generation of consoles might be the last, Sweeney thinks that is way off base. He debates the claim with some interesting numbers, including the amount of processing and triangle power required to match human anatomical peaks. While we are only a factor of 50x from the necessary level of triangle processing, there is 2000x increase required to meet the 5000 TFLOPS Sweeney thinks will be needed for the 8000x4000 resolution screens of the future. It would seem that the 'good enough' sentiment is still a long way off for developers."

331 comments

  1. Development costs? by oakgrove · · Score: 4, Interesting

    My question is this: how much more will games have to cost to support the development to this level of detail?

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    1. Re:Development costs? by SlightlyMadman · · Score: 5, Insightful

      It shouldn't make a huge difference, actually. Things like trees and faces are already rendered to a complexity beyond where it's reasonable to create them by hand. That's why there are 3rd-party utilities to render these things easily, with some simple inputs, like plugging a formula into a fractal generator. You don't have to hand-design an NPC's face any more than their parents had to piece their fetus together. You plug in the DNA and the code does the rest.

      --

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    2. Re:Development costs? by Hentes · · Score: 1

      Don't worry, most studios don't spend much on salaries, the big costs are marketing and management.

    3. Re:Development costs? by fuzzyfuzzyfungus · · Score: 2

      My suspicion would be that the level of detail that is commercially viable will depend largely on the availability of tools to generate it more efficiently(and recycle without being too blatant what you've already generated)...

      Something like a high-resolution 3D laser scan and motion capture isn't cheap; but if you have the capability to take a library of captured actors and then programmatically mix-and-match and slightly randomize certain parameters to generate unlimited NPCs, the start-up cost is high; but the incremental cost of adding additional mooks becomes relatively cheap.

      Same thing would go for programmatically generated trees, grabbing textures with (relatively) cheap high-resolution digital cameras, and so on.

    4. Re:Development costs? by Anonymous Coward · · Score: 0

      It really depends on how they cut their corners. They could simply use real actors and acquire the 3d representation at a much finer granularity than they are presently doing. Full body mocap and facial animation mocap has already proven to be cheaper and produce more realistic results than doing it all by hand, why not capture the texture and geometry of the face/body in the same way.

      The biggest problem with mocap/imaging technologies today is that they often produce too much data and require artists to post process them and simplify em. But this is the sort of data we'd need for this level of detail given the amount of processing power.

      I'd be curious if this sort of mapping technology plus an old school movie makeup artist could produce a better looking "Orc" than say a regular 3d modeling doing it all by hand.

    5. Re:Development costs? by DahGhostfacedFiddlah · · Score: 5, Funny

      Same as any other new technology.

      In 2028, James Cameron will spend 3.2 trillion dollars on Avatar: Reloaded. You'll spend $50 to see it once in theatres.

      The technology will be ported to games about 5 years after that, costing $60/game (top-tier game prices haven't changed since 1980).

      5 years after that, $2 flash games will all include photo-realistic graphics at 200 fps.

    6. Re:Development costs? by mcgrew · · Score: 4, Insightful

      It's not the cost of the games, but cost of the hardware. That's one reason I got out of the gaming scene -- to play a new game you had to have the latest, greatest, fastest, most expensive hardware.

      Sweeny and company need to get a clue. I'm a nerd, but I'm not Steve Wozniac. I have bills to pay and much better things to do with my time and money than to spend half a C-note on hardware, take the time to install the hardware, just to play a $50 game I might not even enjoy that much.

      I mean, its a GAME. I don't care that every hair on Duke Nukem's head is perfectly rendered. I just want it to be FUN.

    7. Re:Development costs? by r1348 · · Score: 5, Funny

      The possibility that flash might be still around in 2038 frightens me to the bone.

    8. Re:Development costs? by Anonymous Coward · · Score: 2, Informative

      I have bills to pay and much better things to do with my time and money than to spend half a C-note on hardware

      Fifty dollars on hardware doesn't sound that bad, honestly. Presumably that will last for at least a couple years.

    9. Re:Development costs? by jd · · Score: 1

      Less than at present. Currently, they have to hard-code data and pre-render bumpmaps. That's expensive. The more realistic you want to make something, the more abstract you want the model*, which means less work for the designers and less computer time spent pre-generating things.

      *An abstract model can be rendered under a wider range of conditions and thus look real under them. A pre-generated bitmap only looks realistic under very specific conditions. At best. Letting the computer do the work, rather than the designer/coder, means getting more out for less development time in.

      --
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    10. Re:Development costs? by shadowrat · · Score: 1

      less because you will just be able to scan real world objects without doing any cleanup on the resulting meshes. When it comes to things that don't exist, like alien monsters and battle armor, well, you can model them using techniques that result in more wasted triangles without worry.

    11. Re:Development costs? by Dahamma · · Score: 2

      Yeah, but you are now limited to those algorithms, which will be way inadequate when other objects, textures, etc are photorealistic. All of the new R&D costs to come up with something better is an extra cost, as well.

      Not to mention you have to improved everything to match when you improve the poly count and lighting - making perfectly lifelike characters does no good if their animations look robotic... yet more dev costs (probably, in algorithms, mo-cap, and hand animated/tweaked animations/keyframes/etc).

      Added complexity takes added effort with takes added $$$. If it didn't today's CGI movies wouldn't have to keep adding more and more TDs, animators, artists, etc.

    12. Re:Development costs? by Bengie · · Score: 2

      IGPs can play Crysis now. GPUs aren't the bottleneck anymore, it's how many command you can issue to the GPU. This part is limited by IPC*mhz and # of threads.

    13. Re:Development costs? by AJH16 · · Score: 1

      What is this about games not having changed in cost since the 1980s?? AAA games used to be $50, not $60. The $60 game trend started relatively recently (like within the last 10 years) with the advent of heavily subsidized gaming consoles and then stayed there when they realized the kind of licensing fees they could get away with for developing for their hardware. I'd expect one more jump by then (though in fairness, it will more or less be cost equivalent when you factor in inflation.)

      --
      AJ Henderson
    14. Re:Development costs? by masternerdguy · · Score: 1

      Duh. If our eyes cant capture the detail we should build better ones.

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    15. Re:Development costs? by Anonymous Coward · · Score: 2, Informative

      No.

      Many SNES games were 75-80 dollars.

    16. Re:Development costs? by fuzzyfuzzyfungus · · Score: 4, Funny

      What else will enable rich multimedia experiences on IE6 Legacy Essentials for Positronic Brainstem Implants Enterprise Edition?

    17. Re:Development costs? by Korin43 · · Score: 3, Interesting

      If games were $50 in 2000, and $60 now, then the price has dropped. Going all the way back to 1980, the price has dropped a lot.

    18. Re:Development costs? by thesandtiger · · Score: 3, Informative

      A gaming rig that can more than handle medium settings of any modern game shouldn't cost you more than $1000 to build, and almost certainly wouldn't be getting used JUST for gaming by anyone who is budget conscious.

      The rig I currently game (and do a lot of work and other personal computing use) on was just over $1000 when I set it up 2 years ago and I can play modern games at medium settings no problem, and have decent frame rates.

      It came with:
      - i7 860 @ 2.8GHz
      - 8GB RAM
      - ATI Radeon 5850
      - Win 7 64
      - Running 2 displays at 1920x1080

      I added:
      - 8GB more RAM (I do a lot of work via virtualization - I highly doubt any games I'm playing even use the base 8 that I had originally). $200 when I got it - and though I wrote it off, I'll add it to my "gaming" cost
      - 64 GB Intel SSD that I install games I'm actively playing on; $90 on Newegg when I got it.

      I'll use this system for 2 more years before replacing it and turning it into a server, but let's pretend I'll throw it in the garbage, so it comes out to $325/year invested.

      I won't even try to pro-rate the cost due to work I do with it or personal, non-gaming use, so let's pretend that my gaming hardware costs me $325 a year with no other benefits.

      If you're saying that a $325/year investment in multi-purpose hardware is too much, but dropping $60 at a shot to play modern games is cheap, you have very, very weird budgeting.

      And I'm assuming I'm right on the $60 price because that's the price of the bleeding edge games that I'm assuming you imagine require insanely expensive hardware to run (but that I'm quite capable of playing on my rig)

      Or maybe your machines cost sub $500 to put together, in which case, yeah, you're not going to be having a very fluid gaming experience.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    19. Re:Development costs? by Anonymous Coward · · Score: 0

      and that was OUTRAGEOUSLY expensive, which is why the only people keeping up with the newest thing SNES were spoiled rich kids

      it was not long ago that $50 was a new AAA title on PC

    20. Re:Development costs? by fuzzyfuzzyfungus · · Score: 1

      If anything, while the hardware requirements of being a true nut have climbed a bit(SLI/Crossfire and motherboards with 4 or more PCIex16 slots certainly make it possible to go overboard in fine style, along with your $1k processor and SSD array..), the price premium of adequate 'gamer' hardware vs. 'a boring computer' hardware has been extremely modest of late.

      The total cost of the computer is still a bit higher than the cost of the console(though the games are often cheaper, if you don't insist on having them all on day 1); but the delta between the computer you probably need already and the same computer with a modest GPU and maybe some extra RAM is peanuts...

    21. Re:Development costs? by MoonBuggy · · Score: 1

      Isn't that one of the main selling points of consoles? Not the absolute cutting edge in terms of hardware, but a comparatively cheap plug and play platform that'll work with more or less any new release for five years plus.

    22. Re:Development costs? by Sir_Sri · · Score: 4, Interesting

      Well that's why there's consoles. If you can't afford PC hardware, or don't want the hassle of PC hardware, you buy a console. Since they're fixed development targets you in some ways get a better experience, because the developers knew exactly how your hardware would behave with their software and tuned accordingly.

      If you have absolutely no money, well, sucks to be you? Sorry, but in a world where people spend 1000 bucks on a TV, 25000 on cars etc. etc. etc. 500 dollars in disposable income on a console, which lasts for 5 years is targeting anyone who makes 35K/year or more. It's not perfect, but what else do you expect? We're not going to resell PS2's for 30 bucks here. There are about 100 million consoles sold at the price point of 700-300 dollars (launch price to current price), which is a pretty wide distribution given that not everyone even likes games, and lots of consoles serve a lot more than 1 person.

      Sure, if you don't live in a first world country consoles are insanely expensive, no doubt, but then you'd have a stratification of consoles for the 2nd and third world and consoles for the first world, since people who *can* spend 500 bucks on a console will want a better experience than you're griping about at 50.

      The idea that graphics doesn't matter is a misleading one. Graphics matter in their absence. Go play mass effect 3 (at a friends house, since obviously you don't have it, and can't afford it), and then compare to final fantasy 7. That's about a factor of 2000 different in performance. Sure, Final Fantasy 7 is still fun, but you're overlooking the shitty graphics because it's nostalgia, if you tried to release that today you'd be laughed out of publisher and retailer offices. Minecraft gets away with it by being uniquely quirky, but minecraft is one game in a world of AAA titles launching about 1 a week on average. When the other guy has dragons that look like dragons, and boobs that look like boobs, and you have dragons that look like a collection of 25 triangles (compare: http://zam.zamimg.com/images/i/d/id3283.png - original version of Lord Nagafen, EQ1 to http://images.wikia.com/elderscrolls/images/3/31/Ancient.jpg, Ancient dragon in Skyrim) or boobs that are just spheres, I'm sorry but it detracts from the immersion of the experience. Especially for younger people who are used to better quality graphics.

    23. Re:Development costs? by AvitarX · · Score: 1

      Hopefully a growing world middle class will increase volume.

      Games have been getting significantly more complex for decades, with very little increase in cost.

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    24. Re:Development costs? by Hoi+Polloi · · Score: 2

      I won't be able to afford the electricity bill alone at this rate.

      --
      It is by the juice of the coffee bean that thoughts acquire speed, the teeth acquire stains. The stains become a warning
    25. Re:Development costs? by Jeremy+Erwin · · Score: 1

      Figure $70-80 for five hours of game time, plus downloadable content.

    26. Re:Development costs? by oakgrove · · Score: 1

      Wasn't that mostly due to the cost of the memory chips in the cartridges though? Neo Geo games were 150-200 dollars and it was definitely for that reason.

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    27. Re:Development costs? by Anonymous Coward · · Score: 0

      Yeah. And by the time you get there, 2038 will be 90 versions less than the latest version of all the browsers.

    28. Re:Development costs? by Anonymous Coward · · Score: 0

      I'm more afraid of this

      In 2028, James Cameron will spend 3.2 trillion dollars on Avatar: Reloaded. You'll spend $50 to see it once in theatres.

      The technology will be ported to games about 5 years after that, costing $60/game (top-tier game prices haven't changed since 1980).

      So it won't be long for that game that uses technology from Watchmen (2009, plus 5 is 2014) to animate Dr Manhattan's... well, you know

    29. Re:Development costs? by hairyfeet · · Score: 0, Flamebait

      Learn how to read FOSSie, its as far as the user is concerned there is no command line in Windows. You just sound like a moron when you can't even quote correctly. Just because you can't imagine in your perception bubble an OS that doesn't have to lean on CLI as a crutch doesn't mean everyone else has to live in such a backward ass world. Go write some Long PHP Codes and let the grownups talk, kay?

      As for TFA how many companies are ALREADY going broke because of the graphics requirements of a single game? How many companies have we seen go under because all it takes is ONE flop with a 100 million dollar plus cost to torpedo a company?

      And lets be honest folks, how many games have you played that this sentence is applicable "The graphics were great but the game sucked". Hell I'd be happy to play games that are at far Cry I level or even No One Live Forever II level of graphics if it has an engaging story, characters we can root for, good weapons that are nicely balanced, imaginative level design, hell give us SOMETHING besides just bling bling graphics. give us something fresh or a new take on an old idea and we'll be happy to put up with less impressive graphics, hell look at Terraria or Minecraft, both of those are wicked fun. the graphics in the Portal series aren't very impressive but the humor is damned funny and the puzzles fun. here is a game I keep coming back to everyone should try...Just Cause II. Does it have the most impressive visuals? no although it is pretty to look at, but what makes it fun is the completely bullshit reality thanks to the grappler. Rico handles like a cross between Spiderman and a totally batshit insane person, grappling onto helicopters flying by and chunking the guy driving it out before using it for a strafing run and leaping out 3 seconds before it blows to hijack a car and lead the cops on a 40 car chase, just completely nuts.

      In the end the designers like this guy (when was the last time Epic made a truly memorable game? Hell they are known for their engines more than anything so I can see this guy wanting to push new tech as it sells new engines) seem to forget that ultimately its a GAME and games are supposed to be FUN with a capital F. Think a minute about the games you TRULY love, the ones you go back to, do you go back to them for the graphics? or is it something else, like great gameplay or a good story? Deus Ex, System Shock, Bioshock, No One Lives Forever I&II, Soldier Of Fortune I&II, Freelancer, these are the games that I keep permanently on my HDD and none of these were the most impressive games when they came out but they are FUN and THAT is what matters.

      Oh and Indy game designers? Current FPS games SUCK HARD, so there are plenty of us who'd be happy to buy your games, even if they were at No One Lives Forever II graphical quality, if you'd give us something more fun that Call of Warfare:Gears of Killzone Edition, now with extra expensive DLC. Give us more than the halo dual guns bullshit, quit copying the same weapons over and over (kitty bomb anyone?) and jamming us into linear corridors. hell games like Duke Nukem 3D and Redneck rampage gave us more interesting levels to explore than the new games! There are plenty of us who'd buy your product, and plenty of places like Steam and GOG that you can sell it on. C'mon indy guys, there are plenty of us who miss the golden age of shooters when there was always something new and different to try, weird weapons or stealth or crazy mechanics or something.

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    30. Re:Development costs? by Hamsterdan · · Score: 4, Funny

      Don't worry, there's no way computers will ever have enough power to run flash at those framerates

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      I've got better things to do tonight than die.
    31. Re:Development costs? by Anonymous Coward · · Score: 0

      Or maybe your machines cost sub $500 to put together, in which case, yeah, you're not going to be having a very fluid gaming experience.

      Dunno... I spent about $700 on my rig and it can run the latest games at medium-high settings. Okay, not sub $500, but I did find some deals to cut costs.

    32. Re:Development costs? by Anonymous Coward · · Score: 0

      Same as any other new technology.

      In 2028, James Cameron will spend 3.2 trillion dollars on Avatar: Reloaded. You'll spend $50 to see it once in theatres.

      The technology will be ported to games about 5 years after that, costing $60/game (top-tier game prices haven't changed since 1980).

      5 years after that, $2 flash games will all include photo-realistic graphics at 200 fps.

      So that means games are actually cheaper nowadays if you consider inflation?

    33. Re:Development costs? by f3rret · · Score: 2

      So it won't be long for that game that uses technology from Watchmen (2009, plus 5 is 2014) to animate Dr Manhattan's... well, you know

      Wang.

      It's alright, you can say wang, I wont tell your mom.-

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      Admit nothing. Deny Everything. Make Counter-accusations.
    34. Re:Development costs? by oakgrove · · Score: 4, Interesting
      Your ignorance and delusions have been exposed many many times. But who doesn't love a good sequel? For your reading pleasure, I will make AHairyPFeetK look like the ignorant retard he is once again.

      Now let us see what he is AFRAID TO SHOW YOU because it is the TRUTH. The CORRECT quote is "As far as the user is concerned there is NO CLI in windows"

      As far as the user is concerned, there's not a lot of things in a lot of things. Newsflash: advanced functionality is for advanced users. Duh. All you are illustrating is the typical Windows user is clueless about the features embedded in their OS of choice. They probably don't know much about "Administrative Tools" either. But for advanced uses, like, oh, I don't know, Goup Policy editing, it is a must. So, to follow your logic, there is no such thing as "Group Policy Editor" in Windows. You are a myopic trollish fool.

      Linux? Puts the terminal on the desktop

      You are a fucking liar. Ubuntu which is the distro in use by half of Linux desktop users does not put anything on the desktop. To access the terminal, you have make multiple clicks through the menu. It is well hidden. So not only are you a troll but you are an ignorant liar.

      walk up to 100 people in the street and ask them "How do you call up command line in Windows" and you know what you are gonna get? "Whats a command line"

      Why don't you do that? Because you are talking completely out of your ass? Thought so. Think about it, if you can. Out of the total population of Windows users, a certain percentage is going to know what the command prompt is. What percentage that is, I don't know but I guarantee you it is above zero. And you know it. So not only are you ignorant and a liar but you are also intellectually dishonest.

      I don't want to blow your teeny tiny little pea brain but let's put the situation another way since you are so fond of "statistics". By definition, more technically literate people are going to be using Ubuntu because it takes a willful choice to install it on your hardware in the first place. So, we are already talking about people with above average aptitude with computers. What percentage of the pop uses Linux? About 1-2 percent depending on who you ask. What percentage of people can probably tell you what the command prompt is on windows? Probably the same 1-2 percent. Think about it, simpleton.

      if your driver model isn't shit then why does Dell have to run their own repos

      The same reason they have their own support area where you can download their drivers for hardware running Windows. And that driver model that you call "shit" --as if a pathetic piece of shit like you could even begin to recognize driver code if it slapped you in the face-- is the reason the Linux kernel runs on everything from embedded gumstick sized arm boards all the way up to supercomputers and everything in between. It's called portability, stupid. It's the reason Google chose to keep Dalvik for Android. So that I can install Android on my netbook and actually use the apps. One of the main reasons the Linux kernel is so portable and fills so many niches is because many of the drivers are in the kernel and can be compiled right along with it. So my USB 3G dongle that works on my x86 laptop also works on my Asus Transformer. Thank you, Linus Torvalds. Fuck you bassbeast.

      How about how a decade old Windows beat the shit out of Linux on netbooks or how ASUS has given up on your bullshit or how about Walmart running away from linux as fast as it can?

      Simple Simon always looking for the simple answer. Obviously for an operating system to succeed, it needs a complete package. And for an OS to succeed against Windows that is completely entrenched in the consciousness of billions of people and the entire computing landscape will require a monumental effort. There are two main reasons consumers reject Linux on the desktop:

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    35. Re:Development costs? by tom17 · · Score: 1

      Well I solved the problem for me, I am only just now playing Half Life 2. What a great game!!!

      Yes, I know... http://xkcd.com/606/

      Oh good grief! I didn't realise the comic was *actually* HL2! :)

      Tom...

    36. Re:Development costs? by erikboi · · Score: 0

      Ignore me. Just replying to undo moderation.

    37. Re:Development costs? by bjourne · · Score: 1

      Who is Dr Manhattan and why would they want to animate his penis?

    38. Re:Development costs? by fast+turtle · · Score: 1

      I can attest to the drop in hardware costs. My current system is an Off the Shelf HP with an Athlon x2 240 Regor. It's certainly not the fastest by far but it does the job quite nicely. System was equiped with 5GB that's now been upgraded to the full 16GB the board supports. Total cost including my 23inch 1080 monitor is $950 and that includes a blasted DVI cable. The only I/O issue I have is the boot drive. It's a 5400, yet it performs adequately for my needs. Where I have the most trouble is my Samsung 7200 1TB drive goes to sleep (spins down) and it takes a moment for the damn thing to spin back up. For the power saving, I'd be better off with one of their 5400 drives as it's used for storage, not gaming.

      --
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    39. Re:Development costs? by AJH16 · · Score: 1

      Yeah, I'm not challenging that prices have actually dropped proportional to inflation, just pointing out that they won't still be $60 in 2038 or whatever. I didn't feel like looking up the inflation rate to determine if it had actually gone up or down in relation to the valuation of the dollar as it didn't change the point that the cost of games is anything but constant.

      --
      AJ Henderson
    40. Re:Development costs? by MobileTatsu-NJG · · Score: 1

      A few highly anticipated SNES games that used extra memory chips were 75-80 dollars.

      FTFY.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    41. Re:Development costs? by Anonymous Coward · · Score: 0

      "It's not the cost of the games, but cost of the hardware. That's one reason I got out of the gaming scene -- to play a new game you had to have the latest, greatest, fastest, most expensive hardware."

      When did you get out of the gaming scene?

      Nowadays a new game such as Skyrim much runs better on a 3 year old machine than its predecessor Morrowind did on the then-latest (2002) hardware.

      Since 2004 Moore's law no longer produces twice the processing power every 18 months or so (due to physical limits on CPU heat management), and games seem to have stagnated wrt advancements in content assets.

    42. Re:Development costs? by Anonymous Coward · · Score: 0

      Yes, that is exactly what he is saying. Are you stupid?

    43. Re:Development costs? by Anonymous Coward · · Score: 0

      Dollar? in 2038?
      Ha!

    44. Re:Development costs? by StikyPad · · Score: 1

      Or maybe your machines cost sub $500 to put together, in which case, yeah, you're not going to be having a very fluid gaming experience.

      To be clear, he said "half a C-note", or $50, was too much. Which is either slang fail or an incredibly low ceiling.

    45. Re:Development costs? by Gilmoure · · Score: 1

      Damn it! I spent $50 to see it theaters last year.

      --
      I drank what? -- Socrates
    46. Re:Development costs? by Gilmoure · · Score: 1

      Unless you compare price of games to percentage of income. Flat wages suck!

      --
      I drank what? -- Socrates
    47. Re:Development costs? by MBGMorden · · Score: 1

      Yes. It was also mostly the AAA titles that ran that much, and then only at launch. I had an SNES and lots of games, but the vast majority were still purchases at $50 or less. Street Fighter 2 Turbo was $80 and was the only game at that high of a price that I ever got (it was a Christmas gift).

      --
      "People who think they know everything are very annoying to those of us who do."-Mark Twain
    48. Re:Development costs? by Anonymous Coward · · Score: 2, Insightful

      So you come up with new algorithms. His point was that those algorithms mean you spend a lot of effort on the first tree, then the next 1,000,000 are at almost zero effort. Even if you have to come up with a new set of algorithms you're still saving time overall.

      Fractal based ones should never become inadequate - the whole point of fractals is that you endlessly get more detail the closer you look, so they'll always give photorealistic results no matter your resolution.

    49. Re:Development costs? by nomel · · Score: 2

      Libraries man. Make a single cloth simulator, use it for all cloth. Make a single skin texture builder, use it for all skin. Make a single face constructor, use it for all faces. Trees, rocks, pavement, buildings...everything. If you've ever played with a proper 3d rendering platform where you don't have to draw everything by hand, it becomes impressive what you can make with a small algo and a random number generator to feed to it.

    50. Re:Development costs? by nomel · · Score: 1

      Because someone is paying attention to the supply and demand curves. There's an extremely huge audience compared to even 15 years ago. Not charging more doesn't remotely mean that profits are hurting.

    51. Re:Development costs? by AvitarX · · Score: 1

      That was kind of my point, there's still billions of people in the world that will potentially be able to afford games in the future that can't now.

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    52. Re:Development costs? by tlhIngan · · Score: 1

      It's not the cost of the games, but cost of the hardware. That's one reason I got out of the gaming scene -- to play a new game you had to have the latest, greatest, fastest, most expensive hardware.

      Sweeny and company need to get a clue. I'm a nerd, but I'm not Steve Wozniac. I have bills to pay and much better things to do with my time and money than to spend half a C-note on hardware, take the time to install the hardware, just to play a $50 game I might not even enjoy that much.

      I mean, its a GAME. I don't care that every hair on Duke Nukem's head is perfectly rendered. I just want it to be FUN.

      Well, there are consoles, so you can just buy games for them and they last for years without needing upgrades other than maybe a peripheral or two every so often.

      And thanks to consoles, you can actually get by with a modest PC - because the popularity of consoles means that PC hardware hasn't been advancing as fast as it once was as software to take advantage of it is much slower coming out.

      Maybe the late 90's the mid-2000's what you said is true. But since the Xbox and PS3 are "good enough" for a rather large majority of people, most games target them then get ported to PC.

      Heck, an "old" video card like an nVidia 8800GT is perfectly adequate for a lot of games.

    53. Re:Development costs? by Anonymous Coward · · Score: 0

      I would consider that a new system seeing as how hardly anything has changed since those parts were released. I have a system with:
      -AMD Phenom II x3 720
      -8GB RAM (4GB added recently because they're almost giving away RAM these days)
      -ATI Radeon HD
      -60GB SSD for the OS (replaced a 120GB HDD 1.5 years back)
      -1TB HDD for games and everything else (replaced a 320GB and 640GB HDD a year ago)
      -Win 7 x64

      The CPU is 3 years old and the GPU is even older but I can still play all the latest and greatest games. I don't play them at 1920x1200 with max settings (although I certainly can play a lot of 1-2+ old games that way) but everything still looks good and plays smoothly. The days of needing a $1000+ gaming rig ended a long time ago. In fact I've been playing PC games for about 15 years now and have never spent $1000 on a computer. Probably more like ~$800 every 3-4 years. Also much like the OP I do a lot more than just play games with this computer. It's not an $X GAMING PC it's a $X PC that I also play games with.

    54. Re:Development costs? by grumbel · · Score: 1

      Sweeny and company need to get a clue

      They have, around five years ago. Crysis 1 was pretty much the last hardware-pushing PC game. All the big PC games released today are console ports and thus run on old PC hardware perfectly fine. The only thing I spend on PC gaming hardware in the last five years was a $80 GPU upgrade and yet I can still play most modern games just fine. I didn't even start out with a gaming PC, just a regular old middle-class multimedia PC.

    55. Re:Development costs? by scot4875 · · Score: 1

      Your image comparison had to go all the way back to EQ1 to find something that looked bad enough to consider what is currently bleeding-edge a "must-have."

      First generation 3d games pretty much all looked like ass, kind of like first-generation video games in general. Since the Gamecube/XBox and (to a lesser extent) the PS2 came out, art direction has been far more important than hardware capabilities in making a good looking game. And if you're counting the polygons or looking for aliased edges while you play, the games you're playing must not be very engaging.

      --Jeremy

      --
      Jesus was a liberal
    56. Re:Development costs? by Anonymous Coward · · Score: 0

      i guess everyone forgot about virtua-racing on sega genesis for $90 ...

    57. Re:Development costs? by couchslug · · Score: 1

      "My question is this: how much more will games have to cost to support the development to this level of detail?"

      My hope is that porn will do it first.

      --
      "This post is an artistic work of fiction and falsehood. Only a fool would take anything posted here as fact."
    58. Re:Development costs? by Anonymous Coward · · Score: 0

      Yes, he is stupid. Is that exactly what you are saying?

    59. Re:Development costs? by Guspaz · · Score: 1

      I'm not sure where you got the idea that Moore's law stopped in 2004; the past 8 years have indeed seen Moore's law continue as always. If anything, we're ahead of the game.

      Wikipedia has a chart going to 2011, showing us ahead of Moore's law:

      http://en.wikipedia.org/wiki/File:Transistor_Count_and_Moore's_Law_-_2011.svg

      If you want to do a simple comparison on a consumer part, the latest and greatest processor available in 2004 was the Prescott-based Pentium 4, with 125 million transistors.

      If we follow the original law's 24 month period, we would expect to see processors with 2 billion transistors in 2012. In reality, the largest consumer Sandy Bridge Core processor features 2.27 billion transistors. Voila, Moore's law has held perfectly true between 2004 and 2012.

      Now, the SNB-E chip that I'm using as a comparison is a high-end consumer part, but low-end parts are substantially smaller. Why the disparity? Well, a variety of reasons, but one of the main ones is the drive for lower and lower power usage. This is not because chips are getting hotter, but because people are demanding that they get cooler. If you want to compare two chips for the purposes of Moore's law, you'd want to take similar chips, in this case, both the Prescott and SNB-E that I compared are 130w TDP parts. In reality, consumers tend to pick less performance with less heat/power consumption than they do the same heat with more performance. Witness the rise of ARM SoCs...

    60. Re:Development costs? by Guspaz · · Score: 1

      Very little increase in cost? The cost of a very high budget AAA title from 20 years ago was in the hundreds of thousands of dollars, while today, it's in the hundreds of millions of dollars. By what stretch of the imagination is that "very little increase"? You're talking about a three order of magnitude difference here. You can't get away with John Romero banging out a DooM level from start to finish in a day all by himself anymore.

      This is no secret, a day doesn't go by that we don't see somebody from the game industry lamenting this fact.

    61. Re:Development costs? by Daniel+Phillips · · Score: 1

      Libraries, and the commons. These algorithms will slowly but surely enter the public domain. How long before we see the equivalent of Speed Tree as a GPL library? Hard to say. Not more than 5 years from now, that is safe to say. Maybe a lot less.

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    62. Re:Development costs? by Daniel+Phillips · · Score: 1

      Sweeny and company need to get a clue...

      Sweeny and company need to keep doing exactly what they are doing, we all benefit from it. The rest of us can get a clue.

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    63. Re:Development costs? by Anonymous Coward · · Score: 0

      Hey you fat bitch, you remember this comment where you said something about having "more karma than god"? That's gonna change you fat piece of shit. Now go back to shoving that hamhock in your greasy mouth you sorry motherfucker.

    64. Re:Development costs? by Daniel+Phillips · · Score: 1

      GPUs aren't the bottleneck anymore

      Only for older games with simplistic lighting models. As Sweeny says, just load up your shader with subsurface scattering logic and see if your GPU isn't the bottleneck.

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    65. Re:Development costs? by Daniel+Phillips · · Score: 1

      If you're saying that a $325/year investment in multi-purpose hardware is too much, but dropping $60 at a shot to play modern games is cheap, you have very, very weird budgeting.

      You are obviously not married.

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      Have you got your LWN subscription yet?
    66. Re:Development costs? by Eivind+Eklund · · Score: 2

      Not only did he have to do that, I didn't find his comparison really convincing - the dragon in the old one looked, to me, better than the dragon in the new one. The background in the new one was clearly better, though.

      --
      Doubting the existence of evolution is like doubting the existence of China: It just shows that you're uninformed.
    67. Re:Development costs? by Daniel+Phillips · · Score: 1

      games are supposed to be FUN with a capital F. Think a minute about the games you TRULY love, the ones you go back to, do you go back to them for the graphics?

      At the moment I have both Oblivion and Skyrim games going on the PS3, and to be honest, Oblivion is more fun even though Skyrim is way shinier. Why? It's hard to say, maybe Bethesda just dumbed down the attributes system too much and the abilities tree is way too close to FFXIII, evoking bad memories for me. The new "finishing moves" - though impressive - are anti-immersive. It's like the computer is having fun instead of you. The magic system - yes, dual casting, great. Sucky way of selecting spells, even worse than Oblivion's sucky way. Boxes... just don't look like boxes inside, not at all.The character designer is way dumbed down, why did they do that? And the world, though bigger and prettier, just isn't as densely populated with interesting, emergent behavior. In Oblivion it is always fun to go wandering off the beaten path, in Skyrim not so much.There are a lot more walls in your way, and insurmountable obstacles. And cliffs where you just die just by going out of bounds, why is that supposed to be fun? Well I don't know, maybe it is just what I got used to, but I don't really care whether I finish Skyrim or not, whereas Oblivion was completely addictive. Progress? Hmm. I couldn't wait for Elder Scrolls five, it was the only reason I kept the PS3. But I can wait for Elder Scrolls six. Forever, thanks.

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    68. Re:Development costs? by thesandtiger · · Score: 1

      Are you saying that married people are unable to spend less than $30 a month on a combination of work device, personal use device and hobby?

      In that case I would say its a matter of not being poor rather than not being married.

      Or perhaps you're trying to imply that married people are all with horrible people who won't let them less than dollar a day on something that makes them happy?

      In that case I would say pick a better spouse.

      Sorry, I just don't see how your statement makes any sense unless either of the above are true.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    69. Re:Development costs? by Anonymous Coward · · Score: 0

      Sort of, they have dropped, but the studios are keeping a larger portion of the proceeds and they aren't getting paid for pirate copies. In the '80s it was extremely difficult to pirate an NES game, these days it's more or less trivial to pirate any game you like if you know where to look.

      Also the market for computer games was significantly smaller than it is today.

    70. Re:Development costs? by Anonymous Coward · · Score: 0

      When the other guy has dragons that look like dragons

      Pray tell, what does a dragon look like? Do you have a picture?

    71. Re:Development costs? by Daniel+Phillips · · Score: 1

      Well are you?

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    72. Re:Development costs? by petman · · Score: 1

      Because it's big! And blue. Google 'blue wang'.

    73. Re:Development costs? by Anonymous Coward · · Score: 0

      It's not either or. You're talking about dropping $325 a year for the hardware AND $60 a game for those new AA games. Historically you weren't having to do that. You would pay for the console, then you would pay for the games, but the hardware would be more like $100 for the NES and SMB, so you're looking at roughly $40 a year for the console, plus whatever games you bought.

      Even if you bought a PS3 on launch, you'd still be looking at something more like $100 a year plus the cost of games. If you bought later when the price had dropped, you'd be paying even less.

      I have to say, that you seem to have a really strange idea as to what things cost.

    74. Re:Development costs? by Anonymous Coward · · Score: 0

      Have you not played GTAIV: The Lost and the Damned? Penis-rendering technology is with us today.

      It was thoroughly bump-mapped.

    75. Re:Development costs? by Dahamma · · Score: 1

      Yeah, of course I understand you don't have to hand draw and texture each object. But the problem I'm talking about is the uncanny valley - sure, it's possible to generate a bunch of cartoonish faces with skeletal/etc structure that won't work for proper human facial movements, conversation, etc, but what's the point of 50B poly/sec and 8000x4000 screens if everything still looks and moves like a robotic cartoon character?

      Like almost every aspect of game development (physics, AI, animation, 3D sound mixing, etc) these technologies will keep getting rewritten/modified to work with the current capabilities of hardware (as has already happened many times). And hitting that 2000x GPU performance is not going to happen in one HW generation. If someone could have trivially written the perfect cloth, skin, face, etc generators independent of existing graphics and CPU hardware, it would already be done and everyone would be using them now. And every time a new generation is written, it will likely be more complex, require a larger team, and provide smaller and smaller benefits. If you think about it, that's the exact path computer games and the tech behind them has taken ever since one guy could write a simple game on a Commodore 30 year ago...

      It just seems naive to me to think there will ever be "one final implementation" to do all of these things... about as naive as thinking that we are on the final stages of graphics performance, which was the point of the article :)

    76. Re:Development costs? by Dahamma · · Score: 1

      In which case, like most game technology that makes it to the public domain, will have long been replaced by something better :)

      If you read about the development of Skyrim, they talk about how while they had previously used SpeedTree in their older games, they ended up writing their own custom tree generator to support features that SpeedTree didn't. Also, they didn't procedurally generate the terrain or object (including tree) placement from what I have read - they may have generated some of the models, but almost everything was placed by hand.

    77. Re:Development costs? by Anonymous Coward · · Score: 0

      So it's creating jobs.

    78. Re:Development costs? by Daniel+Phillips · · Score: 1

      In which case, like most game technology that makes it to the public domain, will have long been replaced by something better :)

      Oh totally, I get what you mean, just like Blender and CGAL :)

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    79. Re:Development costs? by thesandtiger · · Score: 1

      So, in other words, you have literally no argument other than some stupid appeal to a sexist trope about henpecked husbands, gotcha.

      I will say it again:
      If you think less than a dollar a day is too much to spend on a multi-purpose device that has one of the best dollar/hour returns on entertainment and productivity in the history of humankind is too much, you are poor.

      If you can afford it but are married to someone who would begrudge you less than a dollar a day for such a thing, you are married to a horrible, horrible person who is irrationally intent on denying an incredibly economical form of entertainment for no valid reason.

      In either case you should probably re-examine your life and the people in it because something has gone terribly awry, and maybe learn how to argue without relying on stupid stereotypes about married life.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    80. Re:Development costs? by Anonymous Coward · · Score: 0

      I'm sure the Jews will find some way to make you pay more.

    81. Re:Development costs? by the_other_chewey · · Score: 1

      Then you might want to have a look at Portal as well then. Speaking of xkcd 606,
      that's a game I played for the very first time a couple of weeks ago coincidentally -
      which must make me one of the last three or four on slashdot to do so.

      And yes, it's amazing. And Portal 2 is even better.

    82. Re:Development costs? by Anonymous Coward · · Score: 0

      It wasn't the memory chips - it was the coprocessors. Several of them were more powerful than the SNES CPU. One of them was actually a 32-bit ARM processor: http://byuu.org/articles/emulation/snes-coprocessors

    83. Re:Development costs? by Ihmhi · · Score: 1

      Couldn't you use a laser scanner to get highly detailed 3-D models of, well, anything?

      I mean, take a look at modern texture artists. A lot of them will take a photo, edit it (scan, crop, color correction) and make a texture from that. The most realistic looking thing is, ya know, something real.

      In Star Trek, they had holocameras. It'd take a picture of something and then you could load it up into the holodeck. Sure it was technobabble nonsense, but I think that's the general direction we'd head. Either that, or EA hires a thousand people to work on one game. Can you imagine? One guy's job would be, like, toes. Nothing but toes, 80-100 hours a week.

    84. Re:Development costs? by Anonymous Coward · · Score: 0

      To be fair he has a point on drivers support being behind on linux, but that is entirely hardware cost/benefit not adding up to being worth it to support linux drives. It's terribly shortsighted though.

    85. Re:Development costs? by Daniel+Phillips · · Score: 1

      So could you please stop beating around the bush and answer the question?

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    86. Re:Development costs? by recharged95 · · Score: 1

      Who says development must proceed down the same paradigm? Sure 10-12yrs from now the business side of the gaming industry sure hopes so (cause costs of doing the exact same development with basic increments in innovation == higher profits).

      "5000 TFLOPS Sweeney thinks will be needed for the 8000x4000"

      For all I know 10yrs from now:
      a. games will be headsets or beamed into your head (4K resolution, mind that resolution in general makes no sense)
      b. I sure some new algorithm will solve the 5000TFlops issues, likely reduce it to 1TFLOPS, cause that's what game research is all about, the algorithms....)

      Tim's not thinking "out of the box"--which is what innovation is all about. Just sayin'...

    87. Re:Development costs? by Kell+Bengal · · Score: 1

      I'd be curious if this sort of mapping technology plus an old school movie makeup artist could produce a better looking "Orc" than say a regular 3d modeling doing it all by hand.

      This is what they did for the LotR films. It worked very well and was extremely cost-effective. Their sculpted clay models were scanned and then animated using actors with motion capture. Relatively little direct computer animation tweaking.

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    88. Re:Development costs? by thesandtiger · · Score: 1

      Now I see why you're poor and/or married to an awful person - you're unable to formulate intelligent arguments and instead base your opinions on tropes. I, and apparently anyone else worth knowing, won't have any more to do with you.

      --
      Since I can't tell them apart, I treat all ACs as the same person.
    89. Re:Development costs? by tom17 · · Score: 1

      Actually, I played Portal a few months ago. After that, I just had to play Portal 2. Then I figured I should check out HL as it's the same universe :)

      Just starting on Episode One right now. I feel so... cutting edge :)

    90. Re:Development costs? by tom17 · · Score: 1

      And yes, I think Portal/Portal2 is my fave game ever.

    91. Re:Development costs? by Daniel+Phillips · · Score: 1

      So long, I will really miss all your friends.

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    92. Re:Development costs? by Daniel+Phillips · · Score: 1

      The red dragon actually looks more flight-worthy than the shader-pimped one. In truth, if I could chop a hole in the red one's wing, I'd rather fight it than the Skyrim dragon, which so far has actually turned out pretty dull. Bottom line is, I'd be happier with Skyrim if it was a little less shiny and a lot more engaging.

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    93. Re:Development costs? by Dahamma · · Score: 1

      If you can name any AAA titles that uses Blender I will agree with you...

    94. Re:Development costs? by Anonymous Coward · · Score: 0

      The price may have dropped, but developers are working *much* harder than they did 80's. I know, because I was a developer in the 80's and I am a developer now as well. Any game developer with sufficient experience can tell you the effort needed to develop a good game is 100 times what it was in the 80's.

    95. Re:Development costs? by justforgetme · · Score: 3, Interesting

      No, actually they are not. I had dabbled a lot with 3D in 2007/2008 and I can tell you no engine whatsoever delivers accurate foliage.

      What state of the art engines do is return a good approximation by filtering obstructed objects out of computation. Transforms are not
      live and lighting is a very rough estimate, ignoring subsurface scattering and calculating shadows out of a reduced mesh.

      Want to go even further? Fur and then cloth. Fur atm is non existent in real time engines (to create real tangible fur in a Max scene can introduce thousandfold increases in computation) and don't even get me started about cloth.

      So yes, graphics hardware isn't anywhere near a plateau. The 5000fold estimate is a reasonable one if not optimistic. IMO hardware will continue to leap forward untill state of the art processing will be able to simulate realtime physics of high density meshes by just knowing the material properties of each mesh (which has never been as much as suggested).

      As for displays, those will keep growing both in physical dimensions and resolution because there just are uses for that (and before anybody argues think how many people thought `17" 1024x768 is all you need`)

      --
      -- no sig today
    96. Re:Development costs? by Sir_Sri · · Score: 1

      if they look like a blocky collection of triangles that are clearly triangles.

      Games are about a suspension of disbelief. I may not know what a 200 Km long spaceship looks like, but I know it doesn't look like 6 lines on a screen. At least not anymore. The standard of what looks like what is as much determined by what you know is possible compared to what is in front of you.

      Star wars the old republic (a Bioware game) looks bad compared to say... Dragon Age 2 or Mass Effect 3 (both also bioware games, one launched before, one launched after SWTOR). There are good reasons to make that compromise, but that doesn't mean it doesn't look worse.

    97. Re:Development costs? by Sir_Sri · · Score: 1

      Uh.. no. I was trying to be illustrative of a factor of 2000 difference in performance, and because there hasn't been a lot of visual fidelity improvement since DX9. At least not that comes across well in a single screenshot. Unfortunately a difference of actually 2000 takes you back before the era of 3D at all (albeit barely). Other than my other example of FFVII which is one of the first 3D games on something that would bear resemblance to a modern 3D engine, there isn't a lot from that time period that would compare fairly to something like Skyrim or Battlefield 3 or the like. A screenshot between Castle Wolfenstein and Call of Duty 4 might have illustrated the point equally well.

      The picture of Lord Nagafen is from what, 1998? That's about 14 years behind where we are now, so that's, give or take what can be done with somewhere between 1/1000th and 1/500th of todays computing power. It was also expressly designed to run on a wide variety of machines, whereas skyrim runs on any console that well, and they are easily a factor of 10 slower than you *can* do on a PC gpu.

      Visual quality tends to plateau a bit within a console generation. Yes, Mass Effect 3 or Uncharted 3 look better than the first ones, but not by such a dramatic amount. If you want to know what a factor of 2000 looks like in graphics, it's the difference between final fantasy 7, and something really bleeding edge today, if not moreso.

      Sure, I could have pulled a screenshot from Divinity 2 Ego Draconis, but then you're also into art style questions. I'm not hugely fond of the dragons in Skyrim, they're not bad, but they seem like they make much nicer statues than flying around menaces. But of course how things fly around is a big part of graphics, it's not just straight up visual quality, but the calculations you can do that make them behave in a realistic physics manner.

    98. Re:Development costs? by Sir_Sri · · Score: 1

      That's more of an art style than visual capability though. It's not like I'm making a perfect apples to apples comparison (and the screenshot from skyrim is not the most dramatic I'll grant you).

      As I say elsewhere here, how they move matters a lot, and that's not captured all that well in a single screenshot.

    99. Re:Development costs? by master_p · · Score: 1

      No, the price has not dropped at all. Wages have not been increased proportionally to the devaluation of the dollar.

    100. Re:Development costs? by quantumphaze · · Score: 1

      While that may be useful for a movie, with games the AC had an interesting point about it producing too much data.

      At the current speed of development when 2000x GPUs are on the market will we be able to store >500GB of motion data per game on the HDD of the future? Or even be able to download them (no optical disks in the future) over the new download quotas being introduced in the US (and always had here in Australia)?

    101. Re:Development costs? by Dahamma · · Score: 1

      Actually, I think that general concept is very likely...

      If you look at a lot of the research on photorealistic quality CG for faces, etc, the source material is not procedural or hand-drawn, it's scanned (both model and textures) from a human source (also gives them a good reference for comparison).

      Starting with real actors and then adding much more complex lighting (modelling multiple skin layers & blood, etc with refractive and reflective lighting - the kind of thing that is being done in CG movies, but not games yet) might end up being a much more expedient solution than the "procedural faces" argument everyone keeps using to dismiss the complexity but probably has no clue how it would work in practice. Still, using human models is going to add its own costs and complexities in other ways...

    102. Re:Development costs? by hairyfeet · · Score: 0

      Thank you for living proof that FOSSies are batshit. you still think that I'm a guy that I can't even get along with and to this very day we don't agree on anything OTHER than the fact you're batshit? delusional much? but if its a pimp slapping of your craptastic OS you want, enjoy! See that's the nice thing about reality, while all you have is insults I have facts! Where are YOUR facts? oh right, they don't exist :-(

      Get ready, here they come! Kinda makes that koolaid just a little bitter now, don't it? I believe in using the best tool for the job, but to say Linux is secure or better than any other complex OS is frankly bullshit. Hell I was talking to a 15 year Linux admin on one of the other sites that had gotten so sick of Linux fuckups they were going to BSD and if THAT didn't "just work" they were gonna wash their hands of FLOSS on the desktop and just go Mac.

      BTW if you'd like a little more food for thought, what OS was 3 of the 4 CAs running that were compromised? take a look and see. Maybe they just had configs? Surely someone with knowledge would be safe right? Guess again and its not a fluke by any means.

      Would you like some more reality? well here it comes! Isn't it sad, how like a frightened child afraid to look under the bed, you cower at the truth? if your driver model isn't shit then why does Dell have to run their own repos even though we are talking a teeny tiny subset of hardware? Oh right because Linux shits itself and dies if you use the default repos! Man that is some excellent product you got there! you think I can get better QA than the third largest OEM on the planet? What, you expect me to tell paying customers "Go to the forum, kiss some loser ass, and maybe, just maybe, in a few days someone will have mercy and give you a big pile of bullshit that may or may not make your sound work again"?

      Bleeding yet douchey? want some more? nice thing about having the truth on your side, you can keep throwing punches all day! How about how a decade old Windows beat the shit out of Linux on netbooks or how ASUS has given up on your bullshit or how about Walmart running away from linux as fast as it can? You got the crazy koolaid drunk enough to say they ALL are paid shills because they won't do your forum dance or CLI horseshit? Meanwhile your "hero" Torvalds the great says Plans? We don't need no steenkin plans!. Why don't you tell them that at work next week, see how quick you get a pink slip? More? How about you actually have the balls to celebrate getting a whole 1% market share while you are actually lower than JavaME and there is a whole website dedicated To your bullshit and excuses .

      You see you whiny little delusional mama's boy, I'm your worst fucking nightmare...a retaile

      --
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    103. Re:Development costs? by Daniel+Phillips · · Score: 1

      As I say elsewhere here, how they move matters a lot, and that's not captured all that well in a single screenshot.

      How they move doesn't seem that engaging to me. Sure, they flap and swoop but in the end I just stand there until they do something stupid and then I do my shout. Hmm. Well, I will give it a few more hours before really deciding. I'm not terriblly impressed with Skyrim so far. I expected more, and didn't expect regressions. So... now I can rotate every shiny object but I can't see what my character is wearing. And I can only see on thing in a box at a time. Hmm.

      I'd gladly trade some of the overdone per-pixel lighting for a litte more of what made the Elder Scrolls series famous in the first place.

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    104. Re:Development costs? by hairyfeet · · Score: 1

      Dude at least you got something playable. have you TRIED any of the big name shooters out lately? hell you could spend your life making Mr Plinkett style videos just dissecting all the wrongness that is modern FPSes. When i heard about a new far Cry I was all "Sweet! More hunting smart enemies in the jungle!" and then i played it and was...ohhh. looks beautiful and is about as fun as a trip to the DMV. hell that is pretty much a description of FPS games for the last 5 years unless all you give a shit about is running as fast as you can and teabagging, in which case 'Call of Warfare: Gears of Killzone now with more game breaking DLC' would be up your alley. they LOOK truly great, but its just the SSDD, same weapons, same shitty AI, same lousy cookie cutter level design, how you can take hunting a smart predator like man and make it into as boring as filling out your taxes i'll never know but they do it time and time again.

      Personally i blame assholes like Epic pushing the bling bling engines making everything into a bling fest. its gotten to the point the graphics are now a crutch. Its like "Hey we don't have any good ideas, our level design sucks, and the alpha testers say they'd rather play minesweeper than our game, what should we do?" and instead of someone saying "Come up with good ideas, a better story, more rewarding level design, etc' they say "LENS FLARES! That's the ticket! Oh and bloom! Don't forget stupid physics puzzles! Gotta have those because Valve throws a 2 minute physics puzzle into every HL so we gotta have one too! oh oh oh and bullet decals! We am so smart!" and what you end up with is yet another 'Call of Warfare: Gears of Killzone' or even worse a Kane and Lynch II.

      So be happy friend, even in your dumbest games RPGs usually are at least NOT BORING, whereas my beloved shooters have been so bad of late I just have to keep going back to the classics. And don't even mention space sims where there hasn't been anything really epic since Freelancer IMHO. But I play these new games and they just scream "We didn't have an original thought so here's the latest unreal engine tricks!". Kinda sad when I can fire up a game like No One Lives Forever I or II or Bioshock and have more fun per minute than a half a dozen of the new cookie cutter games put together.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    105. Re:Development costs? by KozmoStevnNaut · · Score: 1

      Try giving Bulletstorm a go. It was sadly overlooked and not as successful as it deserved, but it is stonkin' great fun, does away with all the current cover-based realism dullness of most modern FPSs and actually has humor.

      Why do enemies fly away in slow motion when you kick them, while the rest of the world continues at full speed? So you can riddle them with bullets, of course! For FUN!

      --
      Eat the rich.
    106. Re:Development costs? by Anonymous Coward · · Score: 0

      You don't work anywhere near the games industry, do you?

    107. Re:Development costs? by Durkheim · · Score: 1

      You are wrong about fur, look at the endition of fur in Black and White 2 for example, that was quite convincing. http://guides.gamepressure.com/blackandwhite2/gfx/gallery/large/Screenshots/bnw2_scr4.jpg

    108. Re:Development costs? by Anonymous Coward · · Score: 0

      And they used to say that reality was 80 million triangles/second (an old newspaper article on Virtual Reality back in the 1990's).

    109. Re:Development costs? by GauteL · · Score: 1

      Grantparent:
      "Things like trees and faces are already rendered to a complexity beyond where it's reasonable to create them by hand."
      You:
      "No, actually they are not. I had dabbled a lot with 3D in 2007/2008 and I can tell you no engine whatsoever delivers accurate foliage."

      Are you not talking about different things? The parent was talking about foliage basically being procedurally created using an algorithm with some random elements, while you are talking about whether the resulting geometry is accurate or whether it is rendered realistically or not.

      I don't think anyone is arguing that what we currently do is "good enough", but surely nobody creates foliage for games by hand in a 3D modelling application? That would surely be ridiculously expensive and will still suffer in large part from the same problems you mention?

    110. Re:Development costs? by oakgrove · · Score: 1

      Finally got your fat piece of shit self up to reply, huh? Fuck off, sheister motherfucker. A serious rebuttal to you is like responding to the town raving drunk. Loser.

      --
      The soylentnews experiment has been a dismal failure.
    111. Re:Development costs? by justforgetme · · Score: 1

      That isn't tangible fur it's a caned post processing filter (at least from what can be deduced from the image).

      Next time you want to call somebody wrong at least have the decency to link to some proper whitepapers...

      --
      -- no sig today
    112. Re:Development costs? by justforgetme · · Score: 1

      Remember that one, good laugh even back then.

      --
      -- no sig today
    113. Re:Development costs? by justforgetme · · Score: 1

      Hmm.. I think you are right. On the first read I thought the GP was talking about engine plugins and post processing while obviously he is talking about content generation...

      --
      -- no sig today
    114. Re:Development costs? by doza · · Score: 1

      For me the old dragon looked better because of contrast reasons. There seems to be an emphasis to make things pop more by upping the contrast.

      --
      ---
    115. Re:Development costs? by BetterSense · · Score: 3, Informative

      I don't know shit about graphics.

      But the PS2 game "ICO" taught me a few things. It's hard to explain the impact the graphics had when the game came out. Particularly the trees...they look absolutely amazing for a PS2 game which was actually developed for the PS1 (it fits on a CD, rather than DVD).

      I tried to get a close FPV on the leaves, and I realized there weren't any leaves. Just simple shapes that shimmered, glittered and moved in mass like a tree. The PS1-era developers didn't have anywhere near enough polygons to actually generate leaves; they didn't have raytracing hardware to simulate light glittering off millions of leaves, and they didn't have subsurface scattering to model light going through the leaves. But it didn't matter, because they managed to hack something that looks just like a fucking tree from any reasonable distance. They didn't synthesize a TREE...they synthesized something that looked like a tree, using minimal primitive elements arranged to give a stunning impression of a tree--some real Bob Ross shit.

      In other parts of the game, there are what appear to be very realistic dust effects and lighting effects (in the cathedral area). These effects were just amazing at the time...beautiful. A closer inspection shows that they just hand-placed luminescent polygons to construct every shaft of light in the cathedral, and the apparent dust effects are just moving texture on the polygons. Again...no ray tracing, no particle effects, but they made something that looked absolutely convincing, the way a good painter can give an impression of light paint and canvas--basically human visual cortex hacking.

      There is no point to this post, except that there is more to creating good graphics than technology.

    116. Re:Development costs? by tehcyder · · Score: 1

      The next step after this is the sinularity, so soon all humans will be sitting plugged in to pods a la the Matrix and contributing brain power to our new AI overlords.

      --
      To have a right to do a thing is not at all the same as to be right in doing it
    117. Re:Development costs? by mcgrew · · Score: 1

      There seems to be an emphasis to make things pop more by upping the contrast.

      Contrast perspective is one of the many tools artists have always used to bring 3D to a 2D surface. There are many forms of contrast. Color contrast, for example: cool colors recede, warm colors pop out.

    118. Re:Development costs? by Xest · · Score: 1

      So is that a "no" in answer to his question then?

    119. Re:Development costs? by mcgrew · · Score: 1

      Brain fart slang fail. I meant G, not C. My bad.

    120. Re:Development costs? by oakgrove · · Score: 1

      ...blah...secunia...blah...secunia...blah

      Hey, stupid, do you actually read the actual reports that those vulnerability advisories come out of? The very first lines in every single one of them is:

      PLEASE NOTE: The statistics provided should NOT be used to compare the overall security of products against one another. It is IMPORTANT to understand what the below comments mean when using the statistics, especially when using the statistics to compare the vulnerability aspects of different products.

      Now go back to fucking them little old ladies out of their social security checks in your shitty little store because you are obviously not equipped to have a conversation about security when the you HAVEN'T EVEN READ THE ARTICLES YOU LINK TO. Fucking fraud. You and your alter ego APK keep posting the same bullshit because you think it supports your BS and it doesn't. You haven't even read what you are linking to is what's so funny. Did you think you would just get away with that? How many times do I have to fucking Pwn you on this message board before you've had enough? Do you just like showing how much an ignorant moron you are? BTW, that's why you keep getting modded down. I guess the secret's out.

      --
      The soylentnews experiment has been a dismal failure.
    121. Re:Development costs? by hairyfeet · · Score: 1

      But how good is the AI and the hunting? because that's what i miss the most, actually having a decent battle where I could stalk and kill. That was what i loved about the bioshock series as i could set up a killbox with the right combo of traps and turrents so that once a bad guy came into my arena it was on, no matter which way they went i was ready. Nowadays it seems like all the developers go "meh, we'll just throw in MP" which is always a bunch of smart mouthed 14 year olds running like chickens with their heads cut off just firing at everything. No thought or strategy at all, just mindless fire. But I'll see if they have a demo, can't be as bad as the dreck that's been coming out lately and I haven't seen any real humor in a FPS since the NOLF series.

      --
      ACs don't waste your time replying, your posts are never seen by me.
    122. Re:Development costs? by hairyfeet · · Score: 1

      U Mad Bro? don't feel bad, you just picked a loser, that's all. hell even the United States government found your bullshit to be a big pile of shite. but hey, you can tell them that they are just jealous and CLI is leet and its written by skilled programmers don't forget Linux runs on toasters LOL! BTW isn't the 6 month upgrade deathmarch coming up, AKA the great Linux "LOL I made a stinky" where you have to do the "great forum hunt" to find the fixes to make your POS run another day? better carve some time out for that. oh and just to show there is no hard feelings let me leave you with some wisdom from your "dear leader" LOL!

      --
      ACs don't waste your time replying, your posts are never seen by me.
    123. Re:Development costs? by oakgrove · · Score: 1

      Your comeback is a tired internet meme? Why don't you respond to what I said rather than going off on tangents like you're trying out for The United States of Tara? You got caught, dude. Admit it. Your argument hinged on linking to security reports that the writer of the report explicitely states can't be used to compare competing products. Yet you can't just admit you're wrong. You got beat by the better debater (not to mention cold hard facts). Be a man and have some dignity.

      --
      The soylentnews experiment has been a dismal failure.
    124. Re:Development costs? by oakgrove · · Score: 1

      I'll make a deal with you. If you admit you're wrong I'll remove your quote from my sig. It doesn't have to even be an all out mea culpa. Just nod your head a little.

      --
      The soylentnews experiment has been a dismal failure.
    125. Re:Development costs? by KozmoStevnNaut · · Score: 1

      Well no, it's more of a throwback to the simpler times of fast-paced gameplay of yesteryear's FPS games.

      Sounds like you'd like the STALKER games quite a lot, actually.

      --
      Eat the rich.
    126. Re:Development costs? by drsquare · · Score: 1

      No, it's gone up 20%. Just because other things have become more expensive doesn't mean they've gotten cheaper.

    127. Re:Development costs? by drsquare · · Score: 1

      If the whole point of modern PC games is the graphics, then medium settings don't cut it. $1000 to play on mediocre settings. Anything else you want to do with a PC you can do with a cheap, old laptop.

      $325 a year, that's the price of a console or a phone, every single year.

    128. Re:Development costs? by drsquare · · Score: 1

      You do realise that 'looks good' is entirely subjective? You can throw as many triangles around as you like, it doesn't make it look any better. In many cases, it looks worse because the textures and animations haven't kept up with the technology.

    129. Re:Development costs? by Anonymous Coward · · Score: 0

      Game artists would finally be free to create artwork without worrying about tech spec limitations and performance hacks.... there's plenty of room for improvement.

      Even in mobile we already start modeling with zbrush and then bake onto low rez meshes. Unlimited computing would just mean we skip the optimization. Add an orgy of details. And in a "touch myself while fantasizing about it" world, we'll also get to use use algorithms to make realistic, rich plant life and have actual simulated hair and fur on the models, subsurface scattering in real time, actual rendered lighting instead of prebaked and stencil shadows ... etc ...

      I don't expect to see this happen for quite a while to be honest.

      Also while graphics have evolved a lot, Processor power is also needed for the actual game. Pathfinding, AI, semi intelligent scripting, evolving gameworld management... even on the ps3 and 360, cpu was still a limiting factor.

      Just for giggles, download blender, turn on the cycles renderer. Set it to gpu rendering. Add a few blocks and a glass monkey head. Now imagine that rendering in real time with a complete scene and millions of polygons and light sources out the wazoo. Obviously that's not a game renderer. But in an ideal world with tons of processing. It's a good approximation of what one could be.... I like to think eventually it will be. Assuming we don't just chuck the idea of polygons and go with 3d pixel (voxels) engines (see 3d coat as a related example)

    130. Re:Development costs? by hairyfeet · · Score: 1

      Got caught doing what? pointing out you're batshit? Guilty as charged. pointing out that your OS is a giant fail that has been tossed aside by virtually everyone? yep guilty. hell you can't even fucking read well enough to accurately quote someone, you think you have the skillz to do anything other than pick losers? I find that hilarious. Hell your OS can't even keep one of the oldest companies alive. Notice how they ONLY broke even after they GAVE UP? That's too fucking funny. So as a public service to all those that haven't seen what a complete miserable failure your much vaunted OS is, let me give them some fact, enjoy!

      BTW if you'd like a little more food for thought, what OS was 3 of the 4 CAs running that were compromised? take a look and see. Maybe they just had configs? Surely someone with knowledge would be safe right? Guess again and its not a fluke by any means.

      Now try the "hairyfeet challenge" which so far the best score is 6 out of 9, which still equals 3 pissed off customers. And as for the other poster whining that " I shouldn't take the PC back" because they got burned by a Windows only device? if I took that attitude I would be out of business in 6 months or less. Word of mouth can make or break a repair shop, and burning my customers doesn't build up good will. Ready for the "hairyfeet challenge? Here goes-

      Open up three tabs in your browser. From this moment until the end of the challenge you are a virtual shopper and three of my customers shopping in the stores I'm about to name after buying a Kubuntu box from me. You must NOT do research before purchase! Consumers don't do research before a sale on anything less expensive than a car, and if you want to increase accuracy of the challenge buy the cheapest whenever possible, as consumers buy on features/price most of the time. Here is where you are shopping- In the first tab go to Walmart.com, second Bestbuy.com, third Staples.com. These are the "big three" and where my customers shop for gadgets. Next place on of each of these items in your virtual cart-An all in one printer, a Wifi USB card, and a USB TV Tuner. There are the three most asked about items here. Now go to Ubuntu forums and see if your items are supported. If you wish top increase accuracy you will not avoid brands like Lexmark as a consumer who isn't familiar with Linux would have no idea to avoid them.

      How many carts were you able to get out of the store with 100% support? if you are lucky you got out with one cart, and that is if you "cheated" by avoiding Lexmark that the average consumer wouldn't remember to do even if you warned them beforehand. And THAT is why I can't support and sell Linux in my shop. Because those other two carts would be bringing their PC back to "fix" and when I couldn't do so I would have to return their money or risk losing business. Trying to bundle you will simply go bankrupt. I can add value to a PC purchased from me by virtue of the software and tweaks applied before you pick it up. The only difference between an all in one I carry and the one at Walmart is that Walmart will undercut me by 30% or more because they can buy them by the trainload and I can not. The margins on such items are so bad that short of buying them by the trainload I would end up losing money.

      Isn't it sad, how like a frightened child afraid to look under the bed, you cower at the truth? if your driver model isn't shit then why does

      --
      ACs don't waste your time replying, your posts are never seen by me.
    131. Re:Development costs? by AlienIntelligence · · Score: 1

      You'll spend $50 to see it once in theatres.

      The fuck I will

      -AI

      --
      For me, it is far better to grasp the Universe as it really is than to persist in delusion
    132. Re:Development costs? by AlienIntelligence · · Score: 1

      A gaming rig that can more than handle medium settings of any modern game shouldn't cost you more than $1000 to build

      Holy shit a $1000???

      i5-2500K, $200, Mobo, $100, 8G ram, $35, strong ass video card, $200, kick ass case with mega watt PS, $150, 120G SSD, $110

      Spending the rest on crack? Weed? Whores?

      -AI

      --
      For me, it is far better to grasp the Universe as it really is than to persist in delusion
  2. Tim "the Toolman" Sweeney says... by Anonymous Coward · · Score: 1

    It needs more power. OH HO HO!

  3. I'm all for by Bodhammer · · Score: 4, Funny

    better looking "anatomical peaks"!

    --
    "I say we take off, nuke the site from orbit. It's the only way to be sure."
    1. Re:I'm all for by sexconker · · Score: 1

      better looking "anatomical peaks"!

      I prefer valleys.

    2. Re:I'm all for by girlintraining · · Score: 5, Funny

      better looking "anatomical peaks"!

      Yeah, me too. To date, I have yet to see a video game character with a realistic-looking male crotch. Those poor, poor bastards. And yet, so many guys look at those video game characters as heroes in spite of their status as eunichs. I hope that with this latest advancement in technology, men will finally get some anatomical upgrades so they can be, you know... men.

      --
      #fuckbeta #iamslashdot #dicemustdie
    3. Re:I'm all for by Bodhammer · · Score: 1

      Actually, I prefer both if "you know what I mean, nudge, nudge, wink, wink." ;-)

      --
      "I say we take off, nuke the site from orbit. It's the only way to be sure."
    4. Re:I'm all for by Anonymous Coward · · Score: 0

      I think you're missunderstood TFA, they are talking about better silicon, not silicone.

    5. Re:I'm all for by Anonymous Coward · · Score: 0

      OH HO HOOOOOOOOOOOOOOOOOOOOO is funny because they mean tits and ass, but are using landscape as a metaphor.

    6. Re:I'm all for by Anonymous Coward · · Score: 0

      It will only happen when someone decides to fund a 3D CGI motion capture porn studio and production company.

    7. Re:I'm all for by Anonymous Coward · · Score: 0

      Well played!

    8. Re:I'm all for by eyenot · · Score: 1

      I said it once before, I'll say it again: pixel boobs should pixel bounce.

      --
      "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
    9. Re:I'm all for by Anonymous Coward · · Score: 0

      That's the gayest thing I've heard in Slashdot.

    10. Re:I'm all for by sexconker · · Score: 2

      Peaks = penises.
      Valleys = vulvas.

      Breasts and asses are mounds, and can only be done justice when modeled with nurbs, not triangles.

    11. Re:I'm all for by geminidomino · · Score: 2

      Clearly someone's never seen naughty lingerie pictures from the 50s

    12. Re:I'm all for by Anonymous Coward · · Score: 0

      I don't need to see my toon sporting wood.

    13. Re:I'm all for by 0racle · · Score: 1

      "I only play it for the fighting, I appreciate the expansive multi-tiered environments with the 16 playable characters and pixel shading bump-mapping ... "

      "Snicker"

      " ... and the rich plot development. Seriously, why else would I play it?"

      "She kicks high"

      --
      "I use a Mac because I'm just better than you are."
    14. Re:I'm all for by fragfoo · · Score: 1

      better looking "anatomical peaks"!

      I prefer valleys.

      Silicone ones?

      --
      Sig? Heil
    15. Re:I'm all for by argStyopa · · Score: 1

      Considering how absurdly and inhumanly statuesque they've made the women, I'm perfectly fine without them going on to the same level of anatomical "realism" (hahah) on men.

      I'm already insecure enough.

      --
      -Styopa
    16. Re:I'm all for by Em+Adespoton · · Score: 1

      better looking "anatomical peaks"!

      Yeah, me too. To date, I have yet to see a video game character with a realistic-looking male crotch. Those poor, poor bastards. And yet, so many guys look at those video game characters as heroes in spite of their status as eunichs. I hope that with this latest advancement in technology, men will finally get some anatomical upgrades so they can be, you know... men.

      I too have always wondered why so many on /. have a fondness for eunichs[sic]....

    17. Re:I'm all for by Anonymous Coward · · Score: 0

      Yeah, me too. To date, I have yet to see a video game character with a realistic-looking male crotch.

      Watch and weep.
      http://www.youtube.com/watch?v=FTAF581qSm4

  4. 640K by dmt0 · · Score: 1

    640K should be enough for anyone

    1. Re:640K by Anonymous Coward · · Score: 4, Funny

      I came here to read this. I leave satisfied.

    2. Re:640K by gtirloni · · Score: 1

      If it's 640K TFLOPS, I agree.

      --
      none
    3. Re:640K by Anonymous Coward · · Score: 0

      Yet another satisfied customer.

    4. Re:640K by Anonymous Coward · · Score: 0

      If it's 640K TFLOPS, I agree.

      and you would also be wrong given enough time

  5. Rasterization by Anonymous Coward · · Score: 0

    And he's only talking about rasterization. Expect a switch to raytracing somewhere in the not so near future.

    1. Re:Rasterization by Anonymous Coward · · Score: 0

      lol

      Because raytracing uses so much less computing resources? Or, because you don't really know what it is?

    2. Re:Rasterization by binarylarry · · Score: 3, Funny

      Think of how glorious the reflective spheres and checkerboards will be bro!

      --
      Mod me down, my New Earth Global Warmingist friends!
    3. Re:Rasterization by localman57 · · Score: 4, Insightful

      And he's only talking about rasterization. Expect a switch to raytracing somewhere in the not so near future.

      But that won't really matter either. The problem at this point isn't the number of pixels, or the number of polygons, or the depth or resolution of the textures. It's the fact that the image is being projected on a rectangle with a strip of plastic around it. In the end, what we really are shooting for is what literature people call "Suspension of disblief". You can only get so far looking into a glowing rectangle. The wrap-around screens of eyefinity help some, and 3d glasses have the potential to help a little bit.

      The reality is that hte most immersive gaming experience I've had was in the mid to late 90's when i was hooked up to a real VR system with a helmet, and held a gun with approximately wii-controller input capability. The ability of that system, despite its craptacular by today's standard rendering capability, to be immersive was much higher, because the ability to see my entire environment by moving my neck and body was more important the the quality of the environment itself.

    4. Re:Rasterization by jd · · Score: 1

      CAVE systems (such as the "hamster balls" where you have 360/360 vision) offer the best immersive experience. However, I *still* disagree with this "suspension of disbelief" concept. JRR Tolkien described it as being a failure of the person creating the experience and I'll take the opinion of an expert over and above the opinion of just about anyone else.

      The number of pixels and the quality of the textures DO matter at this point - you have to cross the Uncanny Valley completely before the perceived quality goes up. The perceived quality will actually FALL until you reach the other side.

      Raytracing will help, provided radiosity is added in (raytracing is lousy at diffuse reflections, which matter if you're wanting true realism). Photon tracing and photon mapping are even better, but the computational cost goes up accordingly. To get audio to match video, you really want to use sound tracing techniques too. You have to have the sound (echos included) match expectation or the brain will detect the mismatch and rebel. There's nothing worse than a brain marching up and down the hall making demands.

      To get realism to the point where it will be truly "good enough", I would argue that 20,000x current performance is closer to what is required.

      --
      It's a small world and it smells funny; I'd buy another if it wasn't for the money; Take back what I paid (SoM)
    5. Re:Rasterization by Anonymous Coward · · Score: 0

      Seriously. It's a shame most kids are too young to have tried those 90's era VR booths. The graphics were really low polygon count, but the experience of being able to adjust your view by moving your head has never been matched by anything else.

      Today you could probably even make the hardware afordable for a home system (how much does a kinect cost?) and with better graphics. Too bad a moder eye laughs at the dated look of the booth.

    6. Re:Rasterization by Anonymous Coward · · Score: 0

      Close. Red Tails was one of the best movies I've seen recently. Granted, the characters were as shallow as real fighter pilots. However, the CG just wasn't good. They put a lot of work into it, and there was a lot of the aero and formation flying that was just wrong, but what sucked was that my smalll brain never bought into it.

    7. Re:Rasterization by Sir_Sri · · Score: 1

      Well either way, a 2000 fold increase in power is about it. Ray tracing is a different memory problem than rasterization (more random memory grabs, less in order churning) but still much of the rest of it is basically the same. Lots of current rendering uses ray casting on a limited scale.

      And even sweeny himself has ridden the ray tracing bandwagon, it is the future. But it's also expensive, so expect to have to have the transistors for it. a 2000 fold increase in power is only 6 generations of hardware, or, about a decade. Maybe a bit longer if things slow down a bit.

      Also, realize that while a 2000 fold increase in power today is completely unrealistic for a home user. Buying 2 million dollars in graphics cards for research for an outfit like AMD, nVIDIA, epic games, or the like is not completely crazy, nor is it unrealistic for something like Pixar and those guys who are doing rendering professionally. In that situation you realize that a factor of 2000 more than exists today, and is available for use for professional grade users, it's just a matter of how long it takes for the price to come down. Probably 15 years or so.

    8. Re:Rasterization by Rockoon · · Score: 3, Informative

      Because raytracing uses so much less computing resources? Or, because you don't really know what it is?

      For very complex scenes, yes it does use less resources. Raytracing grows logarithmically while Rasterization grows linearly. Intel estimates the scene complexity (whats visible) where Raytracing overtakes Rasterization is ~1 million polygons. After that, Rasterization has no chance to compete in efficiency.

      --
      "His name was James Damore."
    9. Re:Rasterization by janeil · · Score: 1

      Damn, now I'm all weepy thinking about my old Atari 1040ST, and playing Powermonger and Dungeon Master.

    10. Re:Rasterization by Anonymous Coward · · Score: 0

      So.. suspension of disbelief is a concept you disagree with.............. but jarring indicators that you shouldn't believe in a scene presented is problematic for realism. I guess because it disrupts the audience's suspension of disbelief. In what way, exactly, is this consistent?

      Suspension of disbelief always occurs in the audience, but the author promotes such through skill. It can be true that failure to suspend is a failure of the author. On the other hand, no matter how good a chef may be, a well cooked steak isn't going to be appetizing to a vegan. So, all respect to Tolkien, but no.. it isn't always a failure of the author.

    11. Re:Rasterization by Bensam123 · · Score: 1

      God forbid you ever encounter the paperback medium that you flip open to reveal a jumble of characters.

    12. Re:Rasterization by PhrstBrn · · Score: 1

      If the CGI was bad and the characters were bad, what was good about the movie?

    13. Re:Rasterization by hughJ · · Score: 1

      The uncanny valley probably has as much to do with art as it does technical, considering that even in offline rendered images the examples are pretty few where the valley is crossed. For actual moving video/animation, I'm not sure if there's even a single example?

    14. Re:Rasterization by Guspaz · · Score: 4, Interesting

      We passed a million polygons on screen over a decade ago. Your telephone can just about do that today (the iPhone 4S does 30 million per second), modern game consoles that came out 7 years ago will do about ten times that (500 million per second on a 360), and a modern high-end PC probably does ten times that again.

      In other words, we're at the point where we're using rasterization to push 100 million polygons, and raytracing is still so much slower that it's not even remotely practical to duplicate the same quality. Intel's latest attempts to do so have produced low-resolution low-quality results that still require a massive array of hardware. They're basically throwing eight PCs worth of hardware at the problem. About all the demos do is demonstrate that it's easier to calculate accurate reflection and refraction with raytracing.

      In other words, you either mis-remembered Intel's estimate, or their estimate was laughably inaccurate.

    15. Re:Rasterization by Anonymous Coward · · Score: 0

      The term "Willing suspension of disbelief" was first coined (and descibed) by Samuel Taylor Coleridge, who is just as much an expert as Tolkien.

    16. Re:Rasterization by Teancum · · Score: 1

      If the CGI was bad and the characters were bad, what was good about the movie?

      It was politically correct to watch the movie due to the portrayal of a disadvantaged minority as the focus of the story.

      That said, I think the Tuskegee Airmen certainly deserve any sort of kudos or honors accorded to them for their service, but the point of the movie was to be politically correct. That isn't a great way to start writing a script.

    17. Re:Rasterization by jonwil · · Score: 1

      The problem with VR was and still is the fact that your eyes and ears are telling you that you are moving forward but other parts of your body (especially the balance organs in your ear) are telling you you are not. This screws up your brain in various ways and leads to headaches and other things IIRC (I am not an expert so I dont know exactly what symptoms it causes)

    18. Re:Rasterization by Anonymous Coward · · Score: 0

      The peak theoretical numbers you're listing are, well, largely theoretical and do not occur in practice. Getting anywhere near those numbers also generally assumes you doing anything else other than just pushing the vertex through the system. That usually means not even transforming the vertex, just using a pass-through shader to achieve an artificial number.

      I agree with you that the GP's numbers aren't the most realistic in the world, neither are the ones you're listing.

      Also keep in mind that you're talking about X million polygons per second. It _sounds_ like the GP is talking about per frame. @ 60 FPS, or even 30 FPS, those 100s of millions of polygons per second come down quite dramatically.

      And you're still not rendering anything of any worth.

    19. Re:Rasterization by master_p · · Score: 1

      What was the game you have played? I had played one with 1st world war biplanes. I do not remember the name, but it was the most virtual gaming experience i ever had. I could move my head and watch the surroundings, the other planes coming in from different angles, etc. I could raise my head and view the sun and the horizon! it was amazing, even if the graphics were truly primitive. I think it was around 1992.

    20. Re:Rasterization by Lord_Naikon · · Score: 1

      With rasterization everything depends on the efficiency and accuracy of the invisible geometry culling algorithms. If all you have left is a visible primitives set then rasterization is _always_ going to be faster because you are then looking at constant time rendering (per pixel). In realtime graphics we can use the scene's spacial coherence to to amortize time spent in geometry sorting and culling algorithms over multiple frames. Ray casting/tracing doesn't look so good then. Where ray tracing really shines is stuff where rasterization basically fails: dynamic global illumination, shadowing, reflection, refraction etc. So for really high quality dynamic scenes rasterization is unusable. Because of that we will eventually simply _need_ to start ray tracing to gain image quality, not because it is faster (which it is not).

    21. Re:Rasterization by Anonymous Coward · · Score: 0

      You're way out with your assumptions (a decade? try 2 or 3 years). Theoretical setup speed of the X360 GPU is almost meaningless. We don't use 1-cycle pixel shaders. Uncharted may reach a million polys, but few other games do.

      And come on, if Intel did a demo of a rasterized video game that didn't use the GPU, but did all calculations on CPU, it would also need about 8 PCs - if not more.

      They did too say a million polys as the crossover point.

      However, the analysis is more complex than that. For P pixels, with each polygon covering C pixels on average, and using S subpixels for antialiasing, rasterization of an entire scene goes:

      Num ops (visibility) = O(S*C*N) (bitwise operations on local data) + O(N) (float operations on non-local data) + O(C*N) (float operations on non-local data)

      This comes from the setup cost for each triangle O(N), plus the cost of rasterizing each local subpixel O(S*C*N), plus the cost of updating the framebuffer O(C*N).

      Non-local operations are the expensive part. The bitwise operations are hundreds of times cheaper. So let's write this O(S*C*N/100). It's the same big O but it helps for comparison.

      For raytracing, we have simply:

      Num ops (visibility) = O(P*S*log(N)) (float operations on non-local data) + O(P) (float operations on non-local data)

      This comes from the cost of tracing each subpixel ray, plus the cost of writing the final results to memory. Let's assume that the maths to setup a triangle is about the same cost as the maths to do a ray vs triangle intersection (this isn't far from the truth, for geometric reasons).

      Today on X360, S=1, C~=16, P=1,000,000, N = 1,000,000 giving O(16,000,000) + O(1,000,000) + O(16,000,000)
      Raytracing the same game would give O(10,000,000) + O(1,000,000), but without hardware acceleration the hidden constants kill you (8 PCs vs one GPU).
      So Intel are "correct", for a very specific meaning of "correct" :)

      If we go to S=1, C~=2, P=1,000,000, N = 100,000,000 (so we keep everything fixed except poly count):
      O(2,000,000) + O(100,000,000) + O(200,000,000) for rasterization
      O(16,000,000) + O(1,000,000) for raytracing

      A clear win for raytracing

      Sadly, we don't want this. We want better anti-aliasing (S=16, say) and we want higher-res (P=2,000,000, say).

      If we ramp up to S=16, C~=2, P=2,000,000, N= 100,000,000 we get:
      O(32,000,000) + O(100,000,000) + O(200,000,000) for rasterization
      O(512,000,000) + O(2,000,000) for raytracing

      Oops, suddenly the requirement for sub-pixel antialiasing gets in our way. We have to trace all those extra rays. The rasterizer has to cope with 100x as many polygons but they cover almost no pixels each and the subpixel stuff is basically free (relatively speaking - it still costs as much as the entire render did in the million-poly version!) But the raytracer has to fire potentially divergent rays for every single damned subpixel.

      Oh, and did I mention, in the rasterizer case, N is the number of polygons on screen. In the raytracer case it's the number of polygons in the whole level. So bump that log(N) up by 6 or 7.

      Regardless, raytracing is needed in games, for decent dynamic second-bound lighting, reflection, refraction, etc. etc. At realistic future levels of detail, raytracing is only 2x slower than rasterization, but in a raytraced game only 10% of the rays will be forward rays, and the other 90% can't be rasterized at all (shadow rays, etc.)

      Thus we can estimate O(5,120,000,000) ops per frame for a good raytraced engine. Each op is a ray vs non-local triangle so it takes a load and about 100 FLOPs. For 60FPS then we need 300 billion memops per second and 30 trillion FLOPS.

      Shading those pixels is now trivial. As long as we arrange to only run needed shader instances, we're only talking about 20,000,000 invocations including reflection ray interactions. Even at 10,000 cycles per shader it's still only 20,000,000,000 ops or 1% of the visibility compute

    22. Re:Rasterization by Guspaz · · Score: 1

      Indeed, which is why I assumed 30FPS and said that an iPhone would just about do a million (30/30=1). The point isn't necessarily the theoretical numbers; if you've got a theoretical performance of 500 million polys, that's enough for ~17 million per frame, and drop that down to practical and you're still over a million. And this console came out seven years ago. Is "a decade ago" an exaggeration? Perhaps, but the hardware we're doing it on today is seven years old.

    23. Re:Rasterization by Anonymous Coward · · Score: 0

      http://en.wikipedia.org/wiki/Final_Fantasy:_The_Spirits_Within

      I had to point out to my dad that it was animated, it is pretty hard to tell.

  6. Your generation is not special, more will follow by elrous0 · · Score: 4, Insightful

    there is a rising sentiment in the gaming world that the current generation consoles are 'good enough' and that the next generation of consoles might be the last

    If developers can't find a way to improve games beyond the next generation, it's not because we've reached some peak of gaming possibilities, it's just because those particular developers have reached the peak of their imaginations.

    Somewhere right now their is a young guy sitting somewhere who has an idea in the back of his head which will become the next great innovation in gaming. It will require a lot more computing power than the current generation of PC's, much less consoles. If he were to pitch it at EA, he would be laughed at. If he tried to explain it at a Game Developers Conference, he would be greeted by blank stares and derision. He's probably already used to hearing responses like "That can't be done", "Who would want THAT?", "That could never be done on a console", etc. But one day people will look back and say "Wow, how could they *not* have seen that that was the future?" and "How could they have been so arrogant as to think that gaming had peaked with the millionth variation of the FPS?".

    What's more, I suspect that even Sweeney is off-base. The next real innovation won't be about improving resolution or framerates to some theoretical max, or making an even prettier FPS. It will be some whole new way of thinking about gaming that is just in the mind of that weird guy right now. Most of us can no more imagine it now than some guy playing Pacman could have foreseen Half-Life 2. But it's coming.

    Every generation thinks it's special. But never be so arrogant as to think your generation has somehow reached the pinnacle of achievement in ANY area.

    --
    SJW: Someone who has run out of real oppression, and has to fake it.
  7. 50x to 2000x in 5 years by Anonymous Coward · · Score: 0

    Given a doubling in power every 18 months, I give this roughly 5 years... 8 years tops before it is sitting in my entertainment center running my games.

    1. Re:50x to 2000x in 5 years by rgbrenner · · Score: 1

      In 5 years, assuming doubling every 18 months, it will only be about 10.5x faster.

    2. Re:50x to 2000x in 5 years by Anonymous Coward · · Score: 0

      This is slashdot. Nobody expects actual math, only flashy headlines.

      So ... Five years!

    3. Re:50x to 2000x in 5 years by Sir_Sri · · Score: 1

      Roughly expect a factor of 100 in 10 years. A factor of 16 in 6 more after that. So in 2018 figure 1600x the computing power of today, so by 2030 2000x the computing power in a home machine does not seem unreasonable.

      But sweeny is also making some assumptions around requirements that won't come to pass necessarily as quickly as computing power will catch up. Things like how high resolution displays will be may lumber along a lot more slowly that computing power, because the infrastructure to deliver regular content to those displays may not be built as quickly as he'd like it to be. It's not that he's necessarily wrong about 8000x4000 displays, quite honestly that's doable more or less today, with an eyefinity setup (2 rows of four monitors will get you around there). I'm not sure there's much value in that though. The way we focus means we only look at a relatively narrow area, and that won't need to be 8x the pixel density of today to reach eye quality. Sure, if you want 2x the quality of today and your entire field of view maybe, but I'm not sure you'd get enough out of that for it to be worth it.

      And anyway, all the steps from here to there will be pretty interesting.

  8. I want this card... by Anonymous Coward · · Score: 1, Funny

    ...this would be awesome for bitcoin mining.

    1. Re:I want this card... by pjabardo · · Score: 0

      Noo! Not another crash!

  9. Anatomical? by girlintraining · · Score: 2, Insightful

    When the article's authors have shoehorned a word so obviously not related to the subject matter into the subject line, and then go on to repeat it over and over again, only one of two things can be true:

    1. There were no better words in the dictionary, and rather than taking the sensible approach of creating a new one, they opened to a page at random, stuck their finger on it, and started using whatever their finger touched.

    2. Author was trying to sound trendy and interesting.

    As a footnote, salahamada is a made-up word waiting patiently for its debut. Give it a little love?

    --
    #fuckbeta #iamslashdot #dicemustdie
    1. Re:Anatomical? by Pope · · Score: 1

      And a salahamada to you as well on this glorious day!

      --
      It doesn't mean much now, it's built for the future.
    2. Re:Anatomical? by Anonymous Coward · · Score: 0

      As a footnote, salahamada is a made-up word waiting patiently for its debut. Give it a little love?

      I think the TF2 pyro has that one trademarked

      http://www.google.com/url?sa=t&source=web&cd=3&ved=0CC4QtwIwAg&url=http%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D9v2SlLIS9eU&ei=mQhZT_jJJZGTtwe30a2FDA&usg=AFQjCNHfkU2De9xACLqvISqlGLNjiYeXhQ

    3. Re:Anatomical? by sideslash · · Score: 1

      I interpreted "human anatomical peaks" in the sense that we have anatomically-caused limits of visual resolution and color that we can perceive. The "peaks" part may also communicate that some of us see better than others (*adjusts eyeglasses*). The overall limit or "peak" is directly related to the scale of our bodies and how our eyes are put together. The phrase is a slightly unusual shorthand in this summary (of course I didn't read the article), but it makes sense to me.

    4. Re:Anatomical? by spire3661 · · Score: 1

      Ive discovered that trying to memorize the yell hotkeys whilst playing Pyro is unproductive.

      --
      Good-bye
    5. Re:Anatomical? by Speare · · Score: 1

      At the resolution range discussed, it was basically saying 'Retina Display(tm)' without the (tm) overhead. How refreshing.

      --
      [ .sig file not found ]
    6. Re:Anatomical? by Anonymous Coward · · Score: 0

      I've done extensive testing (ok, I've played a bunch of computer games) and for me at least the "human anatomical peak" is an 4:3 area in the middle of my screen taking up no more than about 12" diagonally at about an arm's length from my eye. Bigger than that and I don't see anything at the edges. More detail than about this: http://www.esreality.com/files/inlineimages/2010/79654-shot0003.jpg (enemies are bright green) and I don't see important things right in front of me.

      I have excellent vision in meat life but for me, at least, technical improvements on that just make things worse.

  10. ANATOMICAL GRAPHICS LIMIT by Anonymous Coward · · Score: 0

    Again... the Porn industry leads the way...

  11. Cloud rendering by Anonymous Coward · · Score: 0

    Should be possible today. Let's see it.

  12. Re:Your generation is not special, more will follo by 19thNervousBreakdown · · Score: 1

    Somewhere right now their is a young guy sitting somewhere who has an idea in the back of his head which will become the next great innovation in gaming. It will require a lot more computing power than the current generation of PC's, much less consoles. If he were to pitch it at EA, he would be laughed at. If he tried to explain it at a Game Developers Conference, he would be greeted by blank stares and derision. He's probably already used to hearing responses like "That can't be done", "Who would want THAT?", "That could never be done on a console", etc. But one day people will look back and say "Wow, how could they *not* have seen that that was the future?" and "How could they have been so arrogant as to think that gaming had peaked with the millionth variation of the FPS?".

    68% of you won't re-post this, but the 42% of you with VISION will. Our voices will be heard! No fees for gaming, or we'll QUIT VIDEOGAMES!

    --
    <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
  13. optimization by Anonymous Coward · · Score: 1

    i remember when cell first came out and sony was starting the hype on it's use in the PS3. i can't say whether or not it has reached it's potential, but if you want to see just how important optimization is, go find a video comparison between skyrim on ps3/xbox/PC and then go watch the new Kara trailer from quantic dream. you mean to tell me that uncharted is the best we can expect from the current gen consoles and that we are "good enough" now? what a load of crap. if i had a dev on my team run with the "it's good enough" argument, i'd can his ass.

  14. Ha by Anonymous Coward · · Score: 2, Informative

    Tim's explanations of first- and second- and third-order approximations are somewhat bizarro. Unreal doesn't use second-bounce in its lighting. All game engines are first-bounce only unless they contain some realtime radiosity simulation, and very very few do. This has been true since Wolf 3D and is true today.

    And once you have a system for second-bounce, third- and fourth-bounce can be trivially computed (over multiple frames if need be), and the results are hardly different to second-bounce.

    I wish I knew what he meant by these levels of approximation.

    1. Re:Ha by Daniel+Phillips · · Score: 1

      Actually, his whole slide deck has that "one cuppa coffee too many" feeling.

      --
      Have you got your LWN subscription yet?
  15. Re:Your generation is not special, more will follo by Anonymous Coward · · Score: 0

    Wow, I didn't realize that 110% of the population were gamers! ;)

  16. Raw resolution is nearly irrelevant by Anonymous Coward · · Score: 0

    The real measurement is dots per degree, but that's a very variable measure as the physical dimension of 1 square degree of screen is dependant on your distance from the screen. So the more designable measure is dots per inch (or centimeter if you can't understand inch), which has a tendency to decrease as the screen size increases (since standard resolutions tend to stay over a range of actual screen sizes).

    As for the graphics being "good enough," most of them are, it's the plot and gameplay that really need help. I know that games weren't actually any better in the past, but at least when it comes to old games and consoles we have the advantage of mostly forgetting about the lame ones. Except E.T. on the Atari, no amount of therapy will suffice if you played that one.

  17. Re:Your generation is not special, more will follo by rgbrenner · · Score: 4, Funny

    68% + 42% = 100% eh? Maybe quitting video games would be a good thing for you. It would give you more time to study math.

  18. Only for games where one is seated by WillAdams · · Score: 1

    stationary before the screen which is located close enough for the screen to fill one's vision.

    You'll need to go even farther to fill a wall, or better still three or four so that a gaming experience like Legend of Zelda: Skyward Sword is fully immersive.

    William

    --
    Sphinx of black quartz, judge my vow.
  19. Re:Your generation is not special, more will follo by king+neckbeard · · Score: 1

    Why is an innovation inherently going to make use of more computing power?

    And yes, there are pretty clearly areas where there is no practical room for improvement. For example, we have digital audio quality that can exceed the perception of even the best humans, so for humans, there is no reason to go further. That's not to say that there isn't room for improvement, but rather, for such an improvement to be useful, we'll need a better human.

    --
    This is my signature. There are many like it, but this one is mine.
  20. Anatomical Peaks by Archangel+Michael · · Score: 4, Insightful

    While describing the layer and textures, it is going to be offset by what is known as "uncanny valley". There is a point at which the reality is flawed because it looks too real for the context.

    I'm even starting to see uncanny valley on magazine covergirls after they've been photoshopped till they are almost unrecognizable. There is a point where you stop fixing flaws and start making them.

    --
    Agent K: A *person* is smart. People are dumb, stupid, panicky animals, and you know it.
    1. Re:Anatomical Peaks by Anonymous Coward · · Score: 0

      Excellent points. You even said stuff I've thought, but hadn't put together in a coherent statement. That's why I HATE photoshopped women, etc. They cease to be real, and thus I cease to be interested.

    2. Re:Anatomical Peaks by billcopc · · Score: 2

      It's not so much about being too perfect, but more closely related to what I call "uneven reality". If one aspect seems less real than the rest, like for example picture-perfect facial detail but choppy motion, that tends to trigger the uncanny valley response. It's our brain going "I recognize this as human, but something is very very wrong with them". The same can occur with sounds, as if a non-realistic image or machine is paired with a human voice, we perceive it as a disembodied human, which can be a quite creepy. If you're old enough (or wise enough), think of Hal from 2001: A Space Odyssey, or having a fluent conversation with your toaster. Creepy.

      --
      -Billco, Fnarg.com
    3. Re:Anatomical Peaks by eyenot · · Score: 1

      Hmm, you might be interested to learn that most real-real women, i.e. the kind that walk around, breath, and aren't impressions on glossy paper, typically aren't photoshopped, either!

      --
      "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
    4. Re:Anatomical Peaks by sandytaru · · Score: 1

      This, actually, is one reason Siri will always remain a gimmick.

      --
      Occasionally living proof of the Ballmer peak.
    5. Re:Anatomical Peaks by Anonymous Coward · · Score: 0

      I think GP is describing two different things: the uncanny valley, where people looks close to realistic but "off" in a disconcerting way, and hyperrealism, where something looks too real. A few years ago when I was at a friend of a friend's house, they had their TV playing a movie where it literally looked more realistic than what was in the room I was sitting in. It freaked me the fuck out and was as disconcerting as any example I've seen of the uncanny valley, though it's a very different phenomenon.

    6. Re:Anatomical Peaks by Anonymous Coward · · Score: 0

      Did you see Pandora? There was nothing uncanny about it.

  21. What about AI? by i_ate_god · · Score: 5, Insightful

    Everyone talks about how far we can push graphics.

    But what about pushing the AI?
    What about procedural generation of the game?
    What about vastly improved physics including a destrucable world?

    I'd rather see these things pushing hardware development than how many polygons you can crunch in a second.

    --
    I'm god, but it's a bit of a drag really...
    1. Re:What about AI? by Anonymous Coward · · Score: 0

      MOAR POLYGONS

    2. Re:What about AI? by phorm · · Score: 1

      Physics does seem to be building towards more realism lately, but still isn't as much focus as graphics.

      However, full physics realism in most games wouldn't work well. It takes away from the gameplay a bit if you can just point the MonsterBlaster 10000 at the wall and blow a hole to the nearest exit :-)

    3. Re:What about AI? by c.r.o.c.o · · Score: 1

      I completely agree that there are more important things to gaming than pretty graphics. I'd love to see self generating environments, NPCs with voice acting and even quests.

      Skyrim (and perhaps other games) tried implementing a random element to quests where the quest line remains static but the location of items is dynamic. But this still falls far short, and after visiting the same cave a couple of times it makes no difference if I need to find item X or Y in there.

    4. Re:What about AI? by digitig · · Score: 1

      I'm not interested in two thousand times the processing power if it's still the same crap gameplay. I still like some of the vintage games with chunky block graphics because they're fun to play.

      --
      Quidnam Latine loqui modo coepi?
    5. Re:What about AI? by Anonymous Coward · · Score: 0

      When Sweeney refers to the technology reaching a limit and everything beyond that just being wasted cycles you could infer that to mean that once the graphics have reached that point the remaining resources can be devoted to other things.

      The game developers of today have to spend a lot of their time working within a compute "budget": so much for rendering, so much for back-end processing, so much for AI, so much for sound, lather, rinse, repeat.

      There's no reason (aside from the limits of physics) to believe that once we hit machines that can generate 5000TFLOPS that they're just going to stop and say "Enough!". Two years after a machine that can do that much compute comes out there will be one that does 10000TFLOPS. If you're going to only require 5000 for the graphics, I'm sure that programmers will find interesting things to do with the remaining 5000. It'll be mostly an issue of imagination and having the proper tools/techniques to create things efficiently after that.

    6. Re:What about AI? by spire3661 · · Score: 1

      Humans are visually stimulated, men even more so then women. Do you get it now?

      --
      Good-bye
    7. Re:What about AI? by MobyDisk · · Score: 1

      Unfortunately, many people stopped pushing AI when games went online. Single player games seem to use poor dumb AI + scripted actions.

    8. Re:What about AI? by Sir_Sri · · Score: 1

      Self generating environments is a graphics problem largely. Probably you'll need a lot of science to keep the workflow for artists at that level from being unmanageable. You'll have to algorithmically generate characters, faces etc, an artist will just set the parameters for the particular character they want and then tweak a little bit for uniqueness/flavour. And yes, there's some AI in making sure your core game logic will support whatever is generated.

      Real time speech synthesis might be interesting, though if you've played SWTOR you can see it's not as great an idea as it sounds like, even though they just brute force it with voice actors. Cutting to a cinematic jars you out of wandering the world, and hearing the same damn thing over and over gets really annoying really fast.

      Believe it or not AI isn't as much of a problem as it sounds like. There is really good AI research and really cool things you can do with AI now that you don't. Because they aren't as cool to customers as they are to developers. Most of the NPC's you encounter in a game you encounter for a few seconds, and then kill them, or otherwise move on, even if you come back to them later you only really interact with them in small snippets, 30 seconds here, a minute there. Building an AI that is believable for only 30 seconds requires you turn off most of the fancy stuff that you could do. And really sophisticated AI's, that work really hard to perceive the world, to learn, or to interact like real characters are mostly wasting CPU time. Seriously. Imagine you have an NPC who asks you to do something, and then tell him when it's finished. Now, in the real world, assuming the absence of cell phones, you have to find the person when you're done. If they're off getting lunch on the other side of town you either wait, or you go to the other side of town to tell them. Both of those things waste player time. TES4 (Oblivion) and TES5 Skyrim to an extent have this problem, and that was after they cut most of the radiant AI stuff. You have to have very out of character NPC trackers if you have very in character NPC's because they're a PITA to find, and wasting players time is the enemy of good game design. Simple NPC's don't wander off, which means they are easy to find. It also means you really have trouble building the world. Those guards, ya... they have to eat. Do you really want to have to build a changing of the guard, in every town, the vast majority of which, if not all of which, the player will never see? Or be aware of what is happening? Building and supporting a good NPC AI is a lot of work for relatively little 'fun per cpu cycle'.

      Having a handful of NPC's that appear to be lifelike, that's a good idea, but since the player only ever encounters a small number of them the experience is best hand tuned.

    9. Re:What about AI? by Anonymous Coward · · Score: 0

      If you believe that you haven't played Red faction Guerrilla.

    10. Re:What about AI? by Anonymous Coward · · Score: 0

      What about a game that has more than 20 hours of gameplay? I recall these were common at some point.

    11. Re:What about AI? by Anonymous Coward · · Score: 0

      1980 called, they would like their video game back.
      http://en.wikipedia.org/wiki/Rogue_(computer_game)

    12. Re:What about AI? by reve_etrange · · Score: 1

      Do you really want to have to build a changing of the guard, in every town, the vast majority of which, if not all of which, the player will never see?

      So only compute these things if we can see them.

      I agree with your sentiments, but there are still a lot of missing behaviors that impact immersion more than, say, a changing of the guard in every town. In Skyrim, you can encounter a giant fighting a dragon, but if you try to help the giant it will nevertheless attack you whenever the dragon's movements make you the closest "enemy." For me at least, this kind of poor decision making by the AI seems really cheesy and jars me from the game.

      The same goes for AI movements; even with the navmesh in Skyrim and Fallout 3/NV, NPC's can get stuck and fail to navigate difficult terrain.

      --
      .: Semper Absurda :.
    13. Re:What about AI? by AK+Marc · · Score: 1

      I'd love to have a human-like ai to play against with RTS. Why? Because stupid ai with built-in handicapps sucks (they get more resources in the same time, but play stupidly). I want to be able to get better against humans training against a computer. But I could beat a computer 100% of the time and never be able to beat a human. Because the ai is so simplistic that I can predict the ai well, even if it will still beat me because of some inherent inequality. For most, all I have to do is defend, hoard, research, then build the most expensive units I can afford, then overrun the enemy without losing many of my massive (fully upgraded) force. But a human would spy against me, build the counter unit to my unit, and wipe me out the moment they left my base, followed by a similar strategy counterforce.

      When playing humans, you generally need at least three squads of units, all better against different things, hotkeyed and moving together. Vs the computer, you make one more powerful and expensive force and it's more effective. That proves an ai failure. They make it "hard" by balancing resources or damage or such, and not by adjusting the ai, other that making it absolutely stupid in some.

  22. Moving goalpost... by RightSaidFred99 · · Score: 1

    I don't think anybody believes we're good enough for 8000x4000, people are talking about 1080p when they say "good enough" for consoles. Seems we're pretty close even with current gen consoles, and if they can quadruple GPU power or more in the next gen consoles it should be fine for years until those higher resolution displays are actually commonplace.

  23. So What? by Anonymous Coward · · Score: 0

    By the numbers in the article we went from 1GFLOPS in 1998 to 2.5TFLOPS in 2011. That's more then 2000X in 13 years.

  24. Mr. Knowitall by Beelzebud · · Score: 1

    I enjoy reading the responses from armchair know-it-all's that seem to think Sweeney is some sort of light-weight when it comes knowledge about rendering.

  25. What about human vision? by davidyorke · · Score: 1

    Can anyone speak to how the limits of human vision relate to the need for 8000x4000 pixel resolution? I don't know why we need such high resolution for personal home video gaming presuming single player on a 30-45" screen.

    1. Re:What about human vision? by Anonymous Coward · · Score: 0

      I know that on my 19" computer screen, I can't tell the difference between 720p and 1080p unless I get too close for any practical use case.

    2. Re:What about human vision? by Skidborg · · Score: 1

      Those of you playing FPS and other low-data games might not need to care about resolution, but in high data games such as RTSs, the amount of information you can cram onto the screen (text or graphical) at once is vital.

      --
      Supporter of the +1 Over Dramatic mod option. In memory of apk.
  26. Yes, and 16k is enough for anyone too by Twinbee · · Score: 4, Interesting

    I think 2000x GPU power is very much underestimating the potential for a number of reasons:

    1: Raytracing / global illumination. In comparison to games with true global illumination, current technology 3D worlds with only direct illumination (or scanline rendering) look crude and unconvincing. Objects appear 'cookie-cutter' like and colours tend not to gel with the overall 3D landscape.

    Toy Story 3 took around 7 hours to render each frame. To render in real-time for a video game (say 60 FPS), you would need a processor that was around 1 million times faster than what we have today. And AFAIK, that's mostly using Reyes rendering (which incorporates mostly rasterization techniques with only minimal ray tracing.

    2: Worlds made of atoms, voxels or points. This makes a world of difference for both the user and the designer. Walls can be broken through realistically, water can flow properly, and explosions will eat away at the scenery.

    2000x? Pah, try 2 TRILLION as a starting point.

    --
    Why OpalCalc is the best Windows calc
    1. Re:Yes, and 16k is enough for anyone too by Anonymous Coward · · Score: 0

      http://www.youtube.com/watch?v=Q-ATtrImCx4

    2. Re:Yes, and 16k is enough for anyone too by Sir_Sri · · Score: 2

      Keep in mind the resolution he targeted as well. 8000x4000. Toy story (or any movie) is aiming for a screen 20 metres across at a somewhat higher resolution, and they can just brute force it, because well, they have the CPU time.

      Don't underestimate the value of dedicated hardware either. Pixar is probably stuck using variants of the same hardware the rest of use, which isn't great for ray tracing (GPU's don't play nice with out of order memory, and CPU's have shitty floating point performance). Hardware designed for the problem, even at todays technology might get you a significant speedup (not significant enough for it to be worth putting a desktop computer yet though).

    3. Re:Yes, and 16k is enough for anyone too by Chase+Husky · · Score: 1

      To render in real-time for a video game (say 60 FPS), you would need a processor that was around 1 million times faster than what we have today.

      What is needed is an architectural paradigm shift, not necessarily a more beefy, faster (single-instruction, multiple-threaded-based) GPU.

      To elaborate, with a naive implementation where independent kernels are run in parallel, one of the major bottlenecks for ray/path tracing via GPGPU processing is that every warp, a set of 32 threads, essentially executes the same instruction, with branching realizing by transparently masking out threads; as such, if branching often leads to divergent threads, then there will be low hardware utilization and performance will degrade. With a more robust implementation, you can improve hardware utilization by appropriately partitioning sub-kernels, but you'll run into issues when you start handling secondary rays.

      For ray/path tracing to be carried out in an expeditious manner, it would be prudent to move to a programmable multiple-instruction, multiple-threaded (MIMT) architecture with many small cores that can handle many threads. In fact, researchers have been moving in this direction for quite some time now and the results are rather promising: while an NVIDIA GTX 285, which has a die area of around 300mm^2, can handle around 100M primary rays/sec and 60M diffuse rays/sec, with a thread issue rate of ~70% and ~50%, respectively, a custom MIMT ASIC solution, with an area of 200mm^2 at the same fabrication level, can reach around 400M primary and diffuse rays/sec, with a thread issue rate of ~70-80% for both. (As an aside, I have a paper, that's being submitted to either the ACM Trans. Graphics or IEEE Trans. Comp. Graphics and Vis., on an FPGA and theorized ASIC solution that blows these numbers away.)

    4. Re:Yes, and 16k is enough for anyone too by Twinbee · · Score: 1

      People like you are awesome for advancing the state of the art for this kind of stuff.

      --
      Why OpalCalc is the best Windows calc
    5. Re:Yes, and 16k is enough for anyone too by Anonymous Coward · · Score: 0

      RTFA

    6. Re:Yes, and 16k is enough for anyone too by Daniel+Phillips · · Score: 1

      Too bad you're throwing your paper behind ACM's paywall where it will attract a tiny fraction of the eyeballs it otherwise would. Why not just submit to Siggraph and to heck with ACM?

      By the way, what do you propose to do about the increased memory demands of all those separate instruction streams, and are you sure the extra silicon for the separate decoders is a better tradeoff than re-organizing your ray tracer to keep more SIMD registers alive?

      --
      Have you got your LWN subscription yet?
    7. Re:Yes, and 16k is enough for anyone too by Kryis · · Score: 1

      The problem with basing figures for raytracing on current hardware is that none of it is designed for rays. GPUs are designed to be good at rasterization, and ray tracing has different hardware requirements. CPUs aren't particularly good at it either. The 7-hour scene might render many times quicker if it uses hardware designed for the job it is doing, rather than shoehorning it in to an inefficient architecture.

  27. Less by HalAtWork · · Score: 2

    Developers used to start off with high resolution models and have to pare down the triangle count and adjust textures to meet memory and processing requirements. In the future, they won't have to do all of that tweaking and will be able to use full resolution models, so it will probably be cheaper.

    Also, not all games aim for realistic depictions, many (most?) are stylized, and won't necessarily need to be highly detailed. The extra processing power could go to effects, deformation, physics, etc.

  28. It's already good enough for me by Anonymous Coward · · Score: 0

    His talking about when things are good enough and how it can be objectively measured for everyone. Well, I am using a three year old computer that is underclocked as my primary gaming rig. I can get away with it because I can turn down the graphics settings on my computer. I can turn down the graphics settings on my computer because I can't see for crap. This is especially so when more and more distance is given from the object. Rather then the quality of the picture making a difference, I need more color. All the games today look like crap to me, even cranked up all the way because there is hardly any color to them. Maybe if they changed the pallet from gray and brown to actual color, we can talk, but as it stands the current generation is more than adequate for me.

    1. Re:It's already good enough for me by Em+Adespoton · · Score: 1

      64k should be enough for anyone....

      Actually, this was making me think of some of the games I have enjoyed, including Conan the Barbarian on an orange/brown and gray/black monochrome monitor back in the day....

  29. Re:Your generation is not special, more will follo by jdgeorge · · Score: 1

    Why is an innovation inherently going to make use of more computing power?

    Didn't the post you're "responding" to that say about the innovation "will be some whole new way of thinking about gaming", rather than just higher resolution, FPS, etc. And did it mention anything at all about using more computing power?

    If you're just looking for a place post your two cents on a subject, you could at least make it a reply to something vaguely related to what you're talking about.

    It's not that I think what you're saying is wrong; it's just a nonsequitor in this thread.

  30. Re:Your generation is not special, more will follo by PeanutButterBreath · · Score: 1

    Somewhere right now their is a young guy sitting somewhere who has an idea in the back of his head which will become the next great innovation in gaming.

    But it will never see the light of day because it is genuinely innovative, rather than an rehash of previous ideas that is easily marketed thanks to technological stats.

    People value what they can measure.

  31. Re:Your generation is not special, more will follo by timeOday · · Score: 1

    You're ignoring Sweeny's entire point and arguing that a different proposition - "gaming is as good as it could ever be!" - is false. So what?

  32. Re:Your generation is not special, more will follo by Anonymous Coward · · Score: 0

    Are you a math nazi?

  33. google is my calculator by Anonymous Coward · · Score: 0

    (log(2000) / log(2)) * (24 months) = 21.9315686 years

    1. Re:google is my calculator by Anonymous Coward · · Score: 0

      Wait. Isn't (log(2000) / log(2)) * (18 months) = 16.4486764 years more accurate? I thought they doubled every 18 months not two years.

  34. How uninspiring. GET UP. by eyenot · · Score: 1

    Listen to YOU. "Good enough", you say. Do you think that's how the video game console designers, from days and years and years and months ago thought and talked and acted?

    Good enough? It's "good enough", that's why the Nintendo Entertainment System dominated the gaming market and we're not all just trading old Atari 5200 cartridges?

    "Good enough", that's why there are fifty games starting with the word "Super" for the Super Nintendo?

    "Good enough", that's why the Jaguar has two processors with two separate bus widths, and featured Quarantine AND Cybermorph?

    "Good enough", that's why the 3D0 had like three first-person AD&D games, Braindead 13, AND all those interactive sex videos?

    "Good enough", that's why the Playstation 2 features roughly three or four MORE clones per cloud of exact clones closing in directly on your fighter's position at any given wave along the rails?

    "Good enough", that's why the Playstation 3 didn't come with back-compatibility for the PSX?

    "GOOD ENOUGH", is that WHY, the Wii makes old people relevant to the video game scene?

    GOOD ENOUGH!? IT'S NEVER GOOD ENOUGH! IT ALWAYS SUCKS! ARE YOU WITH ME! LET'S MAKE ANOTHER SHITTY CONSOLE HURRRGGGGHHHHHHHHHH1!!!!!!!!!

    *CROWDS ROARING, MASTURBATING*

    --
    "Stratigraphically the origin of agriculture and thermonuclear destruction will appear essentially simultaneous" -- Lee
  35. Re:Your generation is not special, more will follo by aevan · · Score: 2

    Nono, totally unrelated: 68% of the people won't repost. 42% who have vision will. So 32% of the people who repost are of the 76% that can see, meaning he considers 24% of the populace to be blind. Apparently there is a high level of head injury in his area resulting in eye trauma.

  36. Don't worry by Anonymous Coward · · Score: 0

    Don't worry about graphics -- if 80x25 was good enough for ZZT, then it should be enough for us!

  37. Re:Your generation is not special, more will follo by Trepidity · · Score: 1

    The post he was replying to said:

    Somewhere right now their is a young guy sitting somewhere who has an idea in the back of his head which will become the next great innovation in gaming. It will require a lot more computing power than the current generation of PC's, much less consoles.

    That was also my reaction on reading that--- why should we assume that the next great innovation in gaming will necessarily involve "a lot more computing power"? It's possible that there exist such innovations, but I'm also pretty confident that we haven't exploited the gaming possibilities of current hardware, or even of last-gen hardware. Heck, going back further, I don't think the SNES era actually explored all the gaming possibilities that one could've explored on an SNES; the market moved on so some avenues never got explored.

  38. Not far fetched... or far off by Anonymous Coward · · Score: 2, Informative

    Exponential improvement in technology is the historical norm, yet it can still be difficult to fathom.
    2000X should be achievable by 2024, at 2x improvement per year; or by 2029 at 2X every 18 months.
    Some of us should see 2 trillion-fold improvement in about 40+ years at 2X per year; or by 2075 at 2X every 18 months.
    Barring the occurrence of any variety of manmade and natural disasters, of course.

    1. Re:Not far fetched... or far off by Anonymous Coward · · Score: 1

      Exponentials do grow fast, but you assume Moore's Law will continue until 2075. I would be rather surprised if it didn't slow down significantly long before then. Silicon technology is getting pretty close to its physical limits and will reach them within ~20 years or less. Something else will probably replace it, but I wouldn't bet on exponential increases to computing speed continuing for the next 40 years.

  39. Re:Your generation is not special, more will follo by localman57 · · Score: 1

    I don't think so; if you read the first question out loud, he sounds Canadian.

  40. Sold! by billcopc · · Score: 1

    Okay, I like the sound of this. Get me four of those graphics cards so I can SLI the tits out of my hydro bill.

    Sure, there is only so much data my eyeballs can process, but larger displays do serve a purpose. For example, I would love to have a 4k projector shooting at my wall, instead of two 27" monitors. Actually, I'd like two, stacked on top of each other. Why ? Because then my wall becomes a giant display surface. Even right now, I can't really mentally process the entirety of my pixel space at once, but the realities of multitasking and my working habits dictate that I need a bunch of windows in the sidelines, so that I may occasionally glance over to consult some chart, monitor logs in real-time, or juggle a half-dozen IM and email convos without getting signals crossed, or keep WoW open in the background while I wait for a damn raid to assemble.

    So, if Tim Sweeney wants 8000x4000, then I want 16000x8000. He can render all the anatomically correct games his heart desires, but I want moar datas!

    --
    -Billco, Fnarg.com
  41. 8000x4000 needed? No. by Anonymous Coward · · Score: 0

    Your eye probably wouldn't be able to tell the difference between 4000x2000 and 8000x4000, so why do we need the extra processing power that can't be perceived.

  42. Re:Your generation is not special, more will follo by X0563511 · · Score: 1

    Well, there's some small limited-scope audio baubles that could be improved.

    For example, having audio recorded at 192khz allows you to do slow-motion effects without the audio turning into bass sludge (you'd get to hear all that neat stuff you normally can't).

    Better HRTF and simulation algorithms would allow you to directly generate audio based on geometry interactions, media density, temperature etc - instead of using all pre-recorded sounds and pre-defined characteristics (such as room size, simplified geometry for occlusion).

    Think of it this way, in terms of video: We are rastering now, but we could ray-trace. We could even photon-map, conceivably.

    Note: raytracing traces light away from the camera pixel by pixel, all the way to the source (unless constrained by simulation specifications). Photon mapping is different - it from sources, simulating their interactions until they either hit the camera or hit some other simulation constraint.

    We could do similar stuff for audio. Might be a bit ridiculous, but still. It's probably more efficient space-wise to store/define characteristics of things and events, and let the system generate the rest.

    Well... this got rambly. My point was there are things that can be done to audio that could be perceived by people.

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  43. Eh.. by Quiet_Desperation · · Score: 4, Interesting

    To me the real problem is focusing on the wrong details. Take Skyrim for example. Is it really a big thing if they, say, tripled the detail on the existing characters? Do the NPCs need pores or drops of sweat?

    Or would it be more interesting to walk into Whiterun, and there's a 100 NPCs walking around, or you assault a fort with the Stormcloaks and there's 100 other soldiers at your side attacking the 100 Imperials in the fort, and clouds of arrows raining down [nice knowing ya, shieldless dual wielders :-) ]? It's a "more detailed objects" versus "more objects in the world" sort of argument, I guess. I'd rather see the power applied to "more objects" at this point, IMHO.

    1. Re:Eh.. by reve_etrange · · Score: 1

      I couldn't agree more. Large scale battles and military operations would add a lot to a game like Skyrim, although they should go hand-in-hand with consequences like destruction of scenery, farms, etc. and good combat AI. For example, "Enemy of my enemy" is totally lacking at this point (try helping a bandit being attacked by a bear, or a giant fighting a dragon).

      --
      .: Semper Absurda :.
    2. Re:Eh.. by Em+Adespoton · · Score: 1

      I'd also love an improved physics engine -- not the kind that involves realistic trajectories and jumping, but the kind that means that if I fire a gun, the bullet can be deflected by the victim's ribcage and not cause instant death... the kind that will track the actual health stats of 100 NPCs so that they have to go eat and use the restroom every once in a while, and characters on a stealth mission will have to cough if surrounded by a cloud of smoke. Really... there are so many environmental factors left out of current games; a gaming world that properly modelled atmosphere contents and respiration requirements would be quite impressive. How about if characters get a sunburn if they stay out in the sun without protection for too long? Characters whose reflexes slow down as the temperature drops?

  44. Re:Your generation is not special, more will follo by X0563511 · · Score: 1

    Well, that's what I get for not closing my anchor tag. Slashdot extended that URL to the whole phrase and lopped out some words while it was at it.

    I meant to say it "simulates light emissions from sources"

    --
    For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
  45. Re:Your generation is not special, more will follo by vux984 · · Score: 3, Insightful

    Most of us can no more imagine it now than some guy playing Pacman could have foreseen Half-Life 2. But it's coming.

    The guy playing pacman (released in 1980) only had to move a couple cabinets over to play Battlezone (also released in 1980) to foresee Half Life 2 and FPS's in general.

  46. Re:Your generation is not special, more will follo by Kamiza+Ikioi · · Score: 1

    Somewhere right now their is a young guy sitting somewhere who has an idea in the back of his head which will become the next great innovation in gaming.

    And somewhere behind him is a woman throwing all of his stuff out of a bedroom window because he hasn't turned around from his gaming in 7 hours....

    --
    I8-D
  47. Re:Your generation is not special, more will follo by 19thNervousBreakdown · · Score: 1

    For the humor impaired, this was an intentional parody of the moronic chain posts on Facebook, complete with terrible math, ambien-level hyperbolic drama, and random capitalization, inspired by the dumbass Facebook-post-esqe quoted paragraph.

    You'd think I'd know better than to try a gag like this on Slashdot (or the internet in general) by now.

    --
    <xml><I><am><so><damn>Web 2.0</damn></so></am></I></xml>
  48. Cheaper solution! by galanom · · Score: 1

    It would be cheaper to hire a hooker.

  49. There is a lot more to realism rendering by MarkH · · Score: 2

    I think main challenge is the interaction between player and environment. On something like MW3 that is limited to blowing up the odd chicken, window or set piece designed into game.

    I want to swish my ( virtual ) hand through a river and see ( and feel ) the water flow around it.

    Any true physics model would require awesome cpu capacity. We have at one end mindcraft ( where the atoms are decidely blocky ) and second life ( where behavioural programs can be attached to objects).

    My dream would be a virtual universe with atoms large enough to fit 1000 times current cpu capacity but behaves like a 'real' experience.

    By 'atom' i mean the simplist construct in this universe which satisfies greatest potential complexity but still cpu possible.

    In conclusion future 'games' will not be about fps or polygons per sec but model calculations.

    1. Re:There is a lot more to realism rendering by dnahelicase · · Score: 1

      I think main challenge is the interaction between player and environment. On something like MW3 that is limited to blowing up the odd chicken, window or set piece designed into game.

      I want to swish my ( virtual ) hand through a river and see ( and feel ) the water flow around it.

      Any true physics model would require awesome cpu capacity.

      I think this is always the dream - but when Duke Nukem 3D came out I thought we were there. I ended up upgrading my ram (maybe to 32mb? I can't remember) and just thought the graphics were extreme. Anything more and it would be like real life!

      Now I get annoyed when I can't destroy or affect any one part of the environment in a game. By the time we get to "true physics model" we'll probably be wishing the ai were more realistic because it's easy to tell the difference between real people and ai...

  50. I dunno. by Anonymous Coward · · Score: 0

    Most gamers I know bring this down to about 2x due to pot.

  51. We dont realy need 8000x4000 with eye-tracking by roemcke · · Score: 5, Insightful

    By using eye tracking, we dont really need to render the whole screen at high resolution.
    We only need to render the part the eyes are looking at at high resolution

    The ability of the eye to percieve high resolution is only limited to a very small area, and the brain fakes it by moving the eyes around.
    By superimposing a small image with high dpi on top of a larger image with low dpi, we get a high resolution window into the larger image.
    If this high res window follows the eyes around, the brain will percieve a large high resolution image.

    Naturally for this to work, the smaller image has to be updated to show the same part of the scene that it is replacing.

    This can also be used to emulate a high resolution screen by keeping an area your screen black, and using a projector to project the smaller high-dpi image on the black area.

    Oh, and by the way. Remember this post and use it as prior art in case some troll patents "A method of simulating high resolution images by combining multiple images of different scales and resolution"

    1. Re:We dont realy need 8000x4000 with eye-tracking by White+Flame · · Score: 1

      I wonder what sort of framerate we'd need for this sort of detail shifting. It would be very distracting to have the display's rendered point of focus lag where you're looking at, and I think that lag would be noticeable even at 60fps. We do know that the eye jitters a fair amount subconsciously to better perceive more of its surroundings, when things are going on.

    2. Re:We dont realy need 8000x4000 with eye-tracking by Frans+Faase · · Score: 3, Informative

      I believe that this technique already has been implemented many years ago in a jet-fighter simulator.

    3. Re:We dont realy need 8000x4000 with eye-tracking by roemcke · · Score: 1

      I don't think lag would be any problem, small eye jitter would stay inside the same high-res window. For larger eye movements, the eye normaly need some time to recognise what it is looking at. If we first present the eye with a low-res image, and then 1/60 of a second later swap it out with a higher res version should'nt be noticable at all.

      Higher fps is only needed to rerender based on changes in the scene. Especially in the periferial part of the eye where it trades resolution for better motion-detection, but current gpu-speeds are allready plenty for that. (100fps should be more than enough for everybody)

    4. Re:We dont realy need 8000x4000 with eye-tracking by citizenr · · Score: 1

      I wonder what sort of framerate we'd need for this sort of detail shifting. It would be very distracting to have the display's rendered point of focus lag where you're looking at, and I think that lag would be noticeable even at 60fps. We do know that the eye jitters a fair amount subconsciously to better perceive more of its surroundings, when things are going on.

      current cards easily render console port games at 100-150fps in 720p so its not hard to imagine 600fps in a small 1080p window

      --
      Who logs in to gdm? Not I, said the duck.
    5. Re:We dont realy need 8000x4000 with eye-tracking by Anonymous Coward · · Score: 0

      Patent applied for in 1984: http://www.google.com/patents/US4634384
      Hmmm. Art thou the troll?

    6. Re:We dont realy need 8000x4000 with eye-tracking by Anonymous Coward · · Score: 0

      Only if you reference the prior art of a "focus-plus-context" system that combines a high-resolution screen within a lower resolution projected image - http://en.wikipedia.org/wiki/Focus-plus-context_screen.

    7. Re:We dont realy need 8000x4000 with eye-tracking by should_be_linear · · Score: 1

      That is really way to go, because nature is doing the same: it renders (and precisely calculates) only parts of environment that we see and process, otherwise they remain blurred and random.

      --
      839*929
  52. Re:Your generation is not special, more will follo by Anonymous Coward · · Score: 0

    But never be so arrogant as to think your generation has somehow reached the pinnacle of achievement in ANY area.

    So, who is the bright fella who is going to add decimals to Tex' version number?

  53. The future: Voice synthetization and human-like AI by Anonymous Coward · · Score: 0

    In my opinion the future in gaming will be voice synthetization and human-like AI. Voice synthetization will pretty much eliminate the cost of voice recording and bring it to even the Indie field. True human-like AI would use voice synthetization to be able to generate custom responses based on user-input. Imagine playing Skyrim and actually be able to choose your responses down to the last word.

    Imagine a developer been able to generate a NPC just by setting a few parameters in a function. Creating a fully-fledge character in seconds. These two tecnologies and the tools to use them in an easy way will make Skyrim huge game world look like a hobby project in the future.

  54. Re:Your generation is not special, more will follo by AJH16 · · Score: 1

    Nice theory, but in the days of Pacman, people COULD and DID envision a future with things like HL2. More realism was always and has always been the goal. The problem is now that we are getting to a point that many people consider to be "good enough," there is a lot of questioning as to what the future will hold. Most likely, the answer is a combination of incremental upgrades of realism coupled with increased focus on either a) marketing for big titles or b)different ways of thinking of gameplay, though even that concept doesn't really leave a whole lot of room. Most games are simply adding "with a computer" or "on the internet" to things that people have always wanted to do. The ideas of FPS for example are no different from the concepts of any action movie ever made, it just seeks to make the experience more immersive. As the tools mature, costs will become lower to implement and more focus can be put on quality story telling.

    At the end of the day, that is what separates a game like HL2 or Mass Effect from a game like Angry Birds. You can make a great game in two ways. One is make something that is simply psychologically addictive and mind numbing that is good for mindless amusement or the other is to tell a great story in an immersive way. The most memorable games tend to be the ones with a great story that pulls you in. Saying that the direction of games will change drastically is like saying the direction of books will change drastically. They've been the same for thousands of years. Why? Because they work. They are immersive and tell a story people want to experience. Games are no different. Technology makes the media look different (e-books for example), but what makes them work doesn't change because people don't change.

    --
    AJ Henderson
  55. 'Good enough' does not mean perfect by brainzach · · Score: 2

    Good enough does not mean that you have to match the anatomical limits of human perception. That is asking for perfection.

    Unless the increase of graphics performance will lead to new radical ways of gaming, then the current GPU performance is good enough.

    It is not like it was 10 years when 3D graphics opened the door to new types of gameplay, like the creation of Grand Theft Auto III. Now 3D gaming has matured and there isn't any more frontiers to discover other than just better graphics, which are just marginal improvements.

    I am thinking innovation will come from input devices like touch screens, Kinects or another technology that no one has thought of yet.

    1. Re:'Good enough' does not mean perfect by Anonymous Coward · · Score: 0

      I don't believe in any such thing as technology that has not been thought of yet.

  56. Re:Your generation is not special, more will follo by aix+tom · · Score: 1

    And if that woman is his mother, that is a rally good thing.

  57. Re:Your generation is not special, more will follo by cwrinn · · Score: 1

    Dwarf... Fortress... nuff said. People laughed, Toady did it anyway.

    --
    Here's a cookie... *psst* it's MAGIC
  58. Re:Your generation is not special, more will follo by gman003 · · Score: 1

    If developers can't find a way to improve games beyond the next generation, it's not because we've reached some peak of gaming possibilities, it's just because those particular developers have reached the peak of their imaginations.

    Somewhere right now their is a young guy sitting somewhere who has an idea in the back of his head which will become the next great innovation in gaming. It will require a lot more computing power than the current generation of PC's, much less consoles. If he were to pitch it at EA, he would be laughed at. If he tried to explain it at a Game Developers Conference, he would be greeted by blank stares and derision. He's probably already used to hearing responses like "That can't be done", "Who would want THAT?", "That could never be done on a console", etc. But one day people will look back and say "Wow, how could they *not* have seen that that was the future?" and "How could they have been so arrogant as to think that gaming had peaked with the millionth variation of the FPS?".

    I actually have an idea like this. I'll go ahead and practice my elevator pitch here:

    Zombies have been a staple of FPS games since the beginning. You can't go much further back than Doom. But what makes a zombie scary?

    It's not that they're undead. It's not that they're brainless, or that they can't always be killed. It's the numbers. A gamer can go one-on-one with anything. Look at how many JRPGs end with a boss fight against god, for crying out loud.

    No game captures the sheer numbers of zombies. Killing Floor, Left 4 Dead, you'll see dozens on-screen, if that much.

    I want millions. I want the entire population of New York City, all eight million people, turned into shambling, flesh-eating monsters. And I want the entire First Infantry Division there to fight them off. Real-time, with full AI. Minimum of thousands of people and un-people on screen at all times.

    Now, we'll need a lot of CPU power for that. We'll have to make some sacrifices in the graphics department, and we'll need some *really* good programmers to optimize the hell out of it. Even then, we're beyond current tech, unless we cut it down to Doom-level graphics.

    So start now. Give me a team, a small team, maybe two dozen or so people. Let us keep working at it until the technology catches up to us. 30 people working on a game for a decade costs the same as hiring 300 people to cram a game out in a year, and we'll give you better results.

  59. Re:Your generation is not special, more will follo by JDG1980 · · Score: 1

    Most of us can no more imagine it now than some guy playing Pacman could have foreseen Half-Life 2. But it's coming.

    People still play Pac-Man today. Do you think anyone will be playing Half-Life 2 in 2036?

    The truth is that game design has for the most part regressed since the NES/SNES era, focusing too much on flashy effects at the expense of gameplay, and dominated by one crappy genre (FPS). The only 3-D games I ever found worth playing were the Zelda series.

  60. Re:8000x4000 needed? No. by White+Flame · · Score: 1

    You probably couldn't tell much of a difference for a frame of a movie or 3d game, but given a choice between a 4000x2000 desktop display and a 8000x4000, I'd definitely go for the latter!

  61. Re:Your generation is not special, more will follo by JDG1980 · · Score: 1

    At the end of the day, that is what separates a game like HL2 or Mass Effect from a game like Angry Birds.

    I can almost guarantee you that Angry Birds will stand the test of time far better than Half-Life 2 or Mass Effect. In fact, if there's one single game released in the past 5 years that will be considered a classic two or three decades from now, it's Angry Birds.

  62. Re:Your generation is not special, more will follo by demonbug · · Score: 1

    I don't think so; if you read the first question out loud, he sounds Canadian.

    Polite holocausts are the worst sort, eh.

  63. Re:Your generation is not special, more will follo by AJH16 · · Score: 1

    Sorry, let me clarify I didn't mean to imply that Angry Birds doesn't have staying power, but rather that there is more depth to the characters of a game like HL2. People who are Half Life fans are fans because of the story. People who are angry birds fans are fans because they hit the right balance of a simple mechanic with a likeable enough character that caught on culturally (in the same way giga-pets did). It will still be well remembered in the future, but how many people really wish for more gigapets now? Compare that to wishing for another game like X-wing Vs Tie Fighter (as a percentage of the niche they filled).

    --
    AJ Henderson
  64. Re:8000x4000 needed? No. by Anonymous Coward · · Score: 0

    Still images will look realistic on todays' equipment, but when motion is added to the equation, the added pixel density along with a high refresh rate is needed to be "good enough" to trick the eye into seeing reality.

  65. Re:Your generation is not special, more will follo by janeil · · Score: 1

    Very well-said, that was my thought on reading the summary. On the one hand, graphics have IMO been "good enough" since the voodoo cards came out, and I could play quake with opengl. But they keep making the hardware that can handle the data, so of course what we have now will be improved upon by 2000X. It looks great, but for the most part the fun units haven't gone up with the graphics detail. So, here's to some young guy (or girl) coming up with a new idea.

    And yes, every generation thinks it's special, but I'm a boomer, so for me that's actually true. :)

  66. Turing Test by DarthVain · · Score: 4, Funny

    Best test for gaming AI...

    Some day Xbox or PS will sell a multiplayer game, but simulate all the other players. When no one notices, I will say we have achieved the pinnacle of gaming AI. Of course we may have to train an AI to chronically swear and make racist slurs, but if that is what progress takes so be it!

  67. Re:8000x4000 needed? No. by Fjandr · · Score: 1

    It very much depends on the pixel density. Resolution doesn't always tell the whole story.

  68. Re:Your generation is not special, more will follo by mcgrew · · Score: 1

    People value what they can measure.

    People also value things we can't measure. Happiness, satisfaction, fun, love, laughter... you can't measure those.

    Perhaps what you meant was people who value money above all else value only what they can measure. That would indeed be accurate.

  69. Noobs always say it will be good enough by locopuyo · · Score: 1

    Noobs always say the graphics are as good as they can get and there will be no need for more powerful machines. And they are always wrong... They ignore history.

  70. Re:Your generation is not special, more will follo by citizenr · · Score: 1

    I want millions. I want the entire population of New York City, all eight million people, turned into shambling, flesh-eating monsters. And I want the entire First Infantry Division there to fight them off. Real-time, with full AI. Minimum of thousands of people and un-people on screen at all times.

    You can have 300-400 AI on a screen today in Mount&Blade, or a server with 150 humans fighting each other, all on the same map on your screen in front of you.

    --
    Who logs in to gdm? Not I, said the duck.
  71. Re:Your generation is not special, more will follo by jdgeorge · · Score: 1

    Ah, I overlooked that. Points for you and king neckbeard.

    In any case, the point isn't about exploiting all the gaming capabilities of any particular hardware. It's that as hardware advances, there will be innovations that weren't imagined before because many people's thinking has been based on the constraints of today's (or yesterday's) hardware.

    I agree that someone could possibly build a compelling new type of game on old hardware, but there are many interesting and worthwhile gaming things you could never do with a SNES. An engaging AI environment is one example that comes to my mind.

  72. WHat a crock of shit by Anonymous Coward · · Score: 0

    Seriously, how is this even worthy of debate? Either this guy is a giant troll, or he's an imbecile. I'm done with this thread.

  73. What about the fun ? by julienr · · Score: 1

    What about trying to make games that are actually fun to play and not only the best looking on the market. I mean, it's been a long time since I've played a FPS that I could even remotely compare to Half Life or Quake 3. Maybe Battelefield 3 comes close and it's miles ahead of the competition.
    I mean, Trine is freaking good, Terraria is so fun, Minecraft is amazing, Angry birds was so good (now it's getting a bit repetitive), etc...
    I know it's now Sweeney's job to do game design and it's good to have people work on the technical stuff because that's what made Minecraft possible now and not ten years ago. But still, the game industry is producing way too much crap. Thank god we still have some indie developers.

  74. Re:Your generation is not special, more will follo by trevelyon · · Score: 1

    I think you are 93% correct. Unfortunately, that is only 32% of the time.

  75. No point by Kjella · · Score: 1

    Here's the thing, 20/20 vision means you can resolve about one arcminute or 1/60th of a degree. So 1920x1080 can cover up to 1920*1/60 = 32 degrees of your field of vision without you being able to see more detail. QFHD or 3840x2160 can cover 3840*1/60 = 64 degrees and 4K 4096*1/60 = 68 degrees. People don't actually want that for a normal movie, it's nauseating and disorienting. THX recommends that the worst seat in the theater has at least 36 degree viewing angle (with the absolute minimum to be THX certified 30 degrees), an ideal seat is somewhere in the 40s and max for the front row, which most people find way too close is about 52 degrees. If you see a site that talks like 36 degrees is ideal, they have no clue.

    Of course, 20/20 is not actually perfect vision, only a cutoff for normal vision. Wikipedia says "When used as a screening test subjects that reach this level need no further investigation, even though the average visual acuity of healthy eyes is 20/16 to 20/12." So for 20/16 vision it's 4096*(16/20)/60 = 55 degrees and 20/12 it's 4096*(12/20)/60 = 41 degrees. So people with 20/12 vision sitting very close to a big screen can barely begin to resolve anything better than 4K, on the back row or with 20/15 vision you have no chance. To go to 8K is just absurdly overkill for the few percent with the sharpest sight sitting closest to huge cinema/home cinema screens. Note that the figures here are slightly inaccurate as you're watching a flat screen while the field of vision is a cone, but it's not off by enough to make a difference.

    --
    Live today, because you never know what tomorrow brings
  76. Pixel perfect is better than good enough by Bosconian · · Score: 1

    Somewhere between orange and purple lies the true hue of a human.

    Imagination has infinite resolution with eight billion times anti-aliasing.

    --
    Scarce, scared, scarred, sacred... -Col. Bruce Hampton
  77. 1 Hz of imagination is worth a trillion pixels ops by epine · · Score: 1

    For the humor impaired, this was an intentional parody of the moronic chain posts on Facebook, complete with [bodily fluids too grotesque to enumerate] ...

    Just for the record, do you also satirize the behaviour of five-year-olds in warm swimming pools with HD fidelity?

    I don't wish to cultivate any emotion about Facebook. Here's a piece of satire I viewed yesterday as I finally got around to killing my local subversion: Hitler uses git. In the Voldemort aftermath, Linus pounded his fist on the table and declared he wouldn't touch the kernel again until he had a workable replacement. Some of us couldn't wait that long.

    There's even a Facebook reference that was obvious to an old goat like me, for people who can't get the rest of the humour. I'm mildly amused by the movie about Facebook, which I'm eagerly awaiting to pop up in the discount rental racks. Any day now.

    I think this whole article about petaflop gaming is a waste of electrons. The joy of petaflop gaming is that the game player can run their imagination at sub nano-Hertz clock cycles. Count me out.

  78. Re:Your generation is not special, more will follo by Daniel+Phillips · · Score: 2

    I want millions. I want the entire population of New York City, all eight million people, turned into shambling, flesh-eating monsters.

    Sounds like you haven't been to New York lately.

    --
    Have you got your LWN subscription yet?
  79. Re:Your generation is not special, more will follo by Anonymous Coward · · Score: 0

    Let's take Just Cause 2, possibly the most modern game I have played at length, but fairly representative of its generation. There is a huge draw distance, great physics, lots of nice environments. I played it as intended about half way through before discovering a hostile faction mod. Suddenly there were now things happening in the world that didn't specifically revolve around me. NPCs spawned in my vicinity were happy to challenge in-game AI rivals, setting up encounters between factions and the government, or riding around as gunner in AI driven vehicles was as so enjoyable it felt it should have been developed that way. This got me to thinking about how other aspects of the game would be better if the game world was just generally a more functional environment. Those locations at the end up of the game? They'd be in various stages of construction during the game. Those gas stations you blew up? When returning to one you would encounter long lines of abandoned cars and angry civilians. That general you didn't manage to kill in your first meeting? Aware of your existence he would be able to hunt you anywhere in Panau, aware of any alarm or enemy sighting of you. Buildings would slowly be rebuilt using resources transported logically in game from ports and factories (many of which are already depicted). All of these things would require much more background computation and forethought, and may seem only peripheral to the core idea of that game. Along with incremental improvements in graphics I look forward to more dynamic, persistent behaviorally driven worlds. I have very little interest in open-ended multi-player games, but want a better illusion of actual independent intelligences operating in the world I am in.

  80. 8000x4000 display resolution... by fyngyrz · · Score: 1

    ...is the equivalent of 1024-bit audio. Completely unnecessary, a number basically born of snake oil, and in the end, mainly silly.

    HD (1920x1080) is *plenty* for 2D gaming. Or 2D movies. The next step of any interest at all is 3D, and that will indeed require more display bandwidth, but oddly enough, still about the same number of triangles -- gaming is (for 3d-ish titles) the process of converting a 3D map of the world into a 2D format. For real 3d displays (not the lame 2D stereo they're pawning of on us right now), the data is going to be very similar to what they're processing already, only the display hardware at the very end of the processing chain will have to change -- more polygons / triangles have to make it to the display hardware, but they're the same ones that have been in the models all along.

    The next really big thing will be that true 3D display on your desktop. Speaking as someone who has, and really enjoys, 1920x1080, progressive, on a big screen, there's no "new hotness" that could entice me to step beyond that with just resolution.

    But a real volumetric 3d display... and content... oh yeah, they can have my money for that. Right now.

    --
    I've fallen off your lawn, and I can't get up.
    1. Re:8000x4000 display resolution... by cynyr · · Score: 2

      IDK about you, but i have a 22" 1080P samsung display and from arms length, I can see the pixels when the screen is white. Okay to be honest what i'm really seeing is the tiny spaces between the pixels leaving some sort of weird pattern.

      I won't be happy with display tech, until I mistake them for windows. Same goes for your 3d volumetric display. I'd better be able to be fooled into thinking the things it is showing me are real.

      --
      All of the above was encrypted with a Quad ROT-13 method. Unauthorized decryption is in violation of the DMCA.
    2. Re:8000x4000 display resolution... by rtb61 · · Score: 1

      You don't get it and in fact Carmack doesn't get it. There are numbers at work here but they ain't about resolution, they are about people and how much they will spend.

      So making today's high powered gaming PC's cheaply available is the goal. The resolution is more than good enough for the majority and that majority will drive down costs for the most desirable units and will draw in enough of the gamer oriented market to push the fussy gamer further into the minority.

      A shrinking number base to pay for higher performance hardware and software, blowing out the per unit cost of both. Think wii versus xbox on day one, then start increasing that gap as time goes by whilst the low end unit keeps increasing in capability. High end performance will price itself out of existence.

      --
      Chaos - everything, everywhere, everywhen
    3. Re:8000x4000 display resolution... by cyclomedia · · Score: 1

      until the entire south wall of my lounge (approx 4m x 2m) is a 300 DPI 30FPS e-ink behemoth with embedded tracking cameras that I can skype to any other similar setup anywhere on the planet just like making a phone call... I won't describe it as "plenty"

      I've always maintained that parallax and subliminal vision make for a more immersive experience than 3D (citation: Imax).

      (For prior art see Total Recall and Aliens Directors' Cut)

      --
      If you don't risk failure you don't risk success.
    4. Re:8000x4000 display resolution... by nhat11 · · Score: 0

      Keep the FPS > 60 and I'll be happy because in the end, it's a game and I care more about gameplay

  81. Re:Your generation is not special, more will follo by AK+Marc · · Score: 1

    The Wii controllers and Move/Kinect require more processing power (well, the Wii was more about inventing a nearly-free accelerometer). But the processing has improved so much that it wasn't considered an issue of power, but using the power well.

    The next real innovation will be the two HD screens, one per eye, on a lightweight VR helmet giving optimal 3D and full 360 immersion (you could even call it the X-box 360!). Combine that with Kinect for the pure controllerless, immersive experience (at least once it can pick up your trigger finger so you don't have to use massive unnatural movements to take actions).

  82. Japanese animation sidesteps that by dbIII · · Score: 1

    Backgrounds and machinery get rendered to the limits of technology (lately with a lot of showing off with reflection and glass effects) but the people are done as if it's movie quality cell animation of a few years ago. The automation is applied to inbetweening, hair effects etc but the people still look like cartoon characters and not a scary moving plastic robot pretending to be a person.

  83. Perception? by bwen · · Score: 1

    As far as fooling human perception, the calculations seemingly ignore 3 other senses. To be an immersive experience, you would probably have to fulfill those as well. Sensory is the big one obviously. Holding a gaming controller is a pretty big block to me as far as "realism." Hopefully something like this - http://www.virtusphere.ca/ will come down in price. Might get me off the couch too.

  84. screen by strack · · Score: 1

    really, the ideal endgame for monitors is for it to curve around most of your field of vision, have a resolution high enough that you cant distinguish individual pixels, and have the best possible contrast and color gamut. and have eye tracking 3d. thats about as good as you want, barring a volumetric display.

  85. Re:Your generation is not special, more will follo by Finerva · · Score: 0

    there is a rising sentiment in the gaming world that the current generation consoles are 'good enough' and that the next generation of consoles might be the last

    By "good enough" I read this to mean, "graphical plateau". Obviously there will be another plateau, but at least for the next 2-3 years I don't really expect to go from Final Fantasy 7 to Mass Effect 3 in terms of magnitude of graphics performance improvement. My thoughts are, so what? We're slowly itching toward the day when I fire up a game and its as realistic and stunning as anything on a flat screen could be. And yes yes, 3D TVs blah blah blah, makes no different honestly, its still the same glorified plateau as long as I'm staring at a screen. The next plateau is when I fire up a game and it connects to some neural interface in my brain and I play the entire game in the mind's eye. Anything before then is just piling frosting on a ten year old cake, still tastes the same underneath it all.

  86. How about draw distance? by RandomStr · · Score: 1

    Just look at any PC version of a game compared to a console, its like night and day...

    There is a lot of fancy lighting and shadows that just can't be done(on consoles), but the big difference is draw distance and at what distance each item degrade to a low-rez version.

    And that not even starting on the rez differences. e.g. I use 3x24" in portrait, 3600x1920 make a huge difference over 1920x1080, and games on consoles don't render at native rez anyway, not even close. i.e. Halo 3/ODST ran at 640p(on the xbox 360).

    As long as money can be made consoles will be released; the only question is will your phone be better and cheaper, and make more money?
    Most hi-end phones next year will have 1080p displays...

  87. Sunk costs by shiftless · · Score: 1

    Not much if any more than they do now, considering game engine development is a fixed cost. The only reason game engines become "obsolete" is because technology advances. There's nothing stopping someone from taking the Quake 3 engine today and making a game from it, only concentrating on the game/storyline, and not having to worry (much) about the 3d engine stuff.

  88. Re:Your generation is not special, more will follo by Anonymous Coward · · Score: 0

    Any sufficiently advanced satire is indistinguishable from reality

  89. Re:Your generation is not special, more will follo by master_p · · Score: 1

    Most of us can no more imagine it now than some guy playing Pacman could have foreseen Half-Life 2. But it's coming.

    As teenager playing PacMan, I have foreseen much more impressive games than HL2. I regularly imagine video games that are indistiguishable from reality when it comes to graphics and physics.

    As for the limitations of physics regarding video hardware, the human brain can sythesize incredibly realistic images during dreaming. When we dream, we often see images we have never seen before, which are on par with reality. This means the human brain is the best rendering engine there is, so computers still have a very long way to go.

  90. Re:Your generation is not special, more will follo by Anonymous Coward · · Score: 0

    I'm sure he will give it 110%

  91. Maximum necessary Triangle rate/Shannon theorem by Skylax · · Score: 1

    The article mentions that at a resolution of 8000x4000 you need a triangle rate of at most 40 billion triangles per second to render your scene perfectly quoting the shannon sampling theorem. Probably I'm just missing something here but how does he arrive at that number?
    I'm guessing he argues that you have to process 8000*4000*72FPS=2.3 billion pixels per second and the smallest possible triangle would be 1 pixel sized, so that you need a triangle rate of at most 2.3 billion/sec.
    Now there are two levels of sampling going on here. First you use triangles to sample reality (not actually a sampling more an approximation) and then you sample those triangles with the pixels on your screen. The shannon theorem says that with a maximum bandwith/max. frequency in your scene of fmax you need at most a sample rate of 2*fmax. The resolution then gives you maximum frequencies of 1/4000 in one direction and 1/2000 in the other. These are the highest frequencies you can sample in your scene. With the triangles you can now approximate these frequencies, which will always give an infinite bandwidth (i.e. spectrum of a saw tooth function). To perfectly approximate these frequencies you need an infinite number of triangles but it doesn't make sense to make them smaller than 1 pixel.
    I mean, basically you don't even need Shannon here, it's 1 pixel =1 triangle, right?
    So how does he get from 2.3 to 40 billion?

  92. Sweeny was... by blahplusplus · · Score: 1

    ... the same guy that predicted 3D hardware would be "obsolete" by 2004-2005, it's 2012 and 3D hardware has been implemented in all major consoles for and will be for the foreseeable future.

    The worst part about these talks is they don't talk about memory bandwidth - which is a huge roadblock to how fast anything can go. The last 2-3 generations of video cards (and cpu's too) the increase in performance has been getting smaller and smaller beause of fundamental advances in other areas (memory) aren't going anywhere near fast enough to keep the pace.

    Sweeny shouldn't talk about hardware since he's a programmer and he's made countless foolish predictions before. The fact that he doesn't see the memory crisis that anyone in the hardware business knows about just shows volumes about how much he doesn't know.

  93. and Nobody will ever need more than 4KB of RAM... by Anonymous Coward · · Score: 0

    One think I disliked about Skyrim, the game was limited to the now 7 year old Xbox360's graphics capabilities (DX9, etc).

    On an interview, Todd Howard, lead developer of Skyrim stated "more graphics power can only provide more pixels" and that the Xbox 360 could create enough pixels already, which is the most absurd hog-wash I've ever heard a lead developer say on graphics.

    There is so much more than can be done in graphics than provide additional pixels and triangles. To say that we currently have enough graphics power in the current or next generation is akin to saying that nobody will ever need more than 4KB of RAM.

    Dan

  94. STFU Tim by Anonymous Coward · · Score: 0

    From the man who thought Larrabee was a great idea.

  95. Crysis 3 != Samaritan by Anonymous Coward · · Score: 0

    Here is the video of the full presentation from Tim Sweeny

    http://www.gamespot.com/unreal-1990/videos/tim-sweeney-dice-2012-session-6350144/

    Is it just me or is the screenshot on the 'Samaritan EPIC demo' slide actually from Crysis 3 (around the 7:30 mark)

  96. By using eye tracking, we dont really need to rend by cooljustify · · Score: 1

    To me the real problem is focusing on the wrong details. Take Skyrim for example. Is it really a big thing if they, say, tripled the detail on the existing characters? Do the NPCs need pores or drops of sweat? Or would it be more interesting to walk into Whiterun, and there's a 100 NPCs walking around, or you assault a fort with the Stormcloaks and there's 100 other soldiers at your side attacking the 100 Imperials in the fort, and clouds of arrows raining down [nice knowing ya, shieldless dual wielders :-) ]? It's a "more detailed objects" versus "more objects in the world" sort of argument, I guess. I'd rather see the power applied to "more objects" at this point, IMHO. No, actually they are not. I had dabbled a lot with 3D in 2007/2008 and I can tell you no engine whatsoever delivers accurate foliage. What state of the art engines do is return a good approximation by filtering obstructed objects out of computation. Transforms are not live and lighting is a very rough estimate, ignoring subsurface scattering and calculating shadows out of a reduced mesh. Want to go even further? Fur and then cloth. Fur atm is non existent in real time engines (to create real tangible fur in a Max scene can introduce thousandfold increases in computation) and don't even get me started about cloth. So yes, graphics hardware isn't anywhere near a plateau. The 5000fold estimate is a reasonable one if not optimistic. IMO hardware will continue to leap forward untill state of the art processing will be able to simulate realtime physics of high density meshes by just knowing the material properties of each mesh (which has never been as much as suggested). As for displays, those will keep growing both in physical dimensions and resolution because there just are uses for that (and before anybody argues think how many people thought `17" 1024x768 is all you need`) If you have absolutely no money, well, sucks to be you? Sorry, but in a world where people spend 1000 bucks on a TV, 25000 on cars etc. etc. etc. High Quality Wallpapers 500 dollars in disposable income on a console, which lasts for 5 years is targeting anyone who makes 35K/year or more. It's not perfect, but what else do you expect? We're not going to resell PS2's for 30 bucks here. There are about 100 million consoles sold at the price point of 700-300 dollars (launch price to current price), which is a pretty wide distribution given that not everyone even likes games, and lots of consoles serve a lot more than 1 person. Sure, if you don't live in a first world country consoles are insanely expensive, no doubt, but then you'd have a stratification of consoles for the 2nd and third world and consoles for the first world, since people who *can* spend 500 bucks on a console will want a better experience than you're griping about at 50.

  97. What size screen are they going to use? by rhalstead · · Score: 1

    With 20:10 vision, 8X4K resolution would be over kill for a 60" screen for photographic realism. 4000 dpi, or pixels will give photographic detail matching super fine grain film in a 35mm camera when the image is blown up to well past 16 X 20 inches. I have to admit setting between to 60 inchers running at less than half that resolution would be almost overwhelming. The challenge is not the number of pixels, but realistic movement for that many pixels.