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Old 06 July 2021, 14:33   #21
Keops/Equinox
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Quote:
Originally Posted by d4rk3lf View Post
no, it's not.
Smoke is still dull billboard sprites in vast majority of cases, because our hardware are still not enough powerful to do real-time fluids sims, and real-time fluid sims are not yet researched enough in software terms.
Far Cry 6 has real fluid simulation for some of its particle effects.
Current games in development also use things like flowmaps on particles that are being rendered, to give better looking results than just consecutive puffs of smoke.
And again, most games nowadays have per pixel lit/shadowed particles, which was not the case 10 years ago (when they were just dull sprites).
You can also read about ID's lighting atlas tech for particles, it allows them to have amazing results on particles at 60 fps

Look at those particle effects at 1:35, it's a new world compared to Skyrim, I can assure you they are not just dull sprites / billboards:
[ Show youtube player ]

If you did not get a chance, try Red Dead Redemption 2, the volumetric fog and the volumetric clouds are stunning and are lightyears away from the simple textured skydomes we had for clouds 10 years ago (see at 5:30)
[ Show youtube player ]


Quote:
Originally Posted by d4rk3lf View Post
No, it's not.
Bioshock from 2005. Can still teach a lesson of proper lighting and mood to many modern games. Besides, realtime gi is visually not much difference, in comparison with baked lightning.
It's maybe even worse, because it still can't catch up with details of prebaked lightning.
You are talking about a game that's 100% in interior with no dynamic time of day.
As you as you work on a game with dynamic time of day, sun light and exteriors + interiors, it's whole new world of visual problems, the complexity reaches new levels, including how you treat exposure variations to make sure the game remains always fully playable during inside-outside transitions etc.
Bioshock was beautiful indeed, but its setup was very constrained and did not had to deal with those issues.

Quote:
Originally Posted by d4rk3lf View Post
10 years a go, you also had SSD's, and they weren't very rare.
Consoles did not have SSDs 10 years ago. The speed of the PS5's SSD is 50x-100x that of the PS4, that's a significant breakthrough and will finally allow game designers to not have to deal with streaming constraints, which usually impacts a lot the way they design games


Finally, go read the tech presentations from the people who made the Nanite tech and the Lumen tech at Epic for Unreal 5, it's really something compared to what we could do 10 years ago.

Last edited by Keops/Equinox; 06 July 2021 at 14:57.
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