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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."

6 of 331 comments (clear)

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

  3. 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.

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    #fuckbeta #iamslashdot #dicemustdie
  4. 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.

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    I'm god, but it's a bit of a drag really...
  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. 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"