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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."

53 of 331 comments (clear)

  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?

    --
    The soylentnews experiment has been a dismal failure.
    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.

      --

      Money I owe, money-iy-ay
    2. 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.

    3. 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.

    4. 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.

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

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

    6. 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.

    7. 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.

    8. 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.

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

      No.

      Many SNES games were 75-80 dollars.

    10. 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?

    11. 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.

    12. 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.
    13. 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.

    14. 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
    15. 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

      --
      I've got better things to do tonight than die.
    16. 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.-

      --
      Admit nothing. Deny Everything. Make Counter-accusations.
    17. 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:

      --
      The soylentnews experiment has been a dismal failure.
    18. 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.

    19. 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.

    20. 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.
    21. 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
    22. 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.

  2. 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 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
    2. 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.

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

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

  3. 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.
  4. 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
  5. 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!
  6. Re:640K by Anonymous Coward · · Score: 4, Funny

    I came here to read this. I leave satisfied.

  7. 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.

  8. 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.

  9. 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.

  10. 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 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
  11. 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...
  12. 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 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).

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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 Frans+Faase · · Score: 3, Informative

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

  20. '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.

  21. 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."
  22. 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!

  23. 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.

  24. 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?
  25. 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.