Frosty
a full fledged GF
This makes no sense. The motions of objects in the game hasn't much to do with graphics?cff said:Its comparing apples with oranges however - physics or motion capturing hasn't much todo with graphics.
Except for when it is used, all the time.Well they are 3d, but the 3D isn't used.
That sounds really inefficient to me. Instead of having a handful of models and textures, you have 800 billion little sprite animations.All of this could have easily been achieved by using 2D bitmaps in 16 different poses as well. And they would have looked less blocky as well.
No, that's one of those weird little lies that everyone believes. 32-bit color depth allows for a 24-bit color pallette and an 8-bit alpha. You can see the limitations of this anytime you look at a gradient or a transparency. And if you compared the same scenes in 16- and 32-bit color, you couldn't avoid noticing the dramatic difference. Games are going to move to 64-bit color eventually, and it'll help image quality out a lot.Why? Most people don't even recognize the difference between 16 and 32 bit. 32 bit should be enough for everyone by far.
Yes, you say this, but that doesn't make it true. I don't think I've ever seen a game where bump-maps or specular maps weren't misused or poorly used.Agree. But that isn't really that hard to do.
Ah but that's entirely impossible to prove, as nobody has been able to "get away" with anything yet, because no game's graphics have reached the point where any improvements are completely meaningless to the human eye, which is how we are defining "photo-real" in this case.Not really. You can get away with remarkably few polygons of you use good textures, bump maps
Yes, but textures that are thousands of pixels by thousands of pixels in full color and uncompressed are very large in memory.Rediculous. Vid rams in tens of gigs - I doubt even the hollywood studios that do prerendered stuff have that specs.
About how big a texture do you think a game like Flight Simulator will need to cover the entirety of its landmass all at once without any repeating patterns, and without having a greater screen pixel to texture pixel ratio than 1:1 when seen from the perspective of an airplane on the ground? A pretty big one.
Also, I'm not sure I believe that claim about professional studios, but I will say that it's meaningless, because the images they are rendering are not photorealistic, and are also not done in real-time. You want to talk about comparing apples to oranges, comparing the movie industry to video games is exactly that.