Uncharted 4 does a great job with folliage and ground textures, in my opinion
Alice in Madness Returns still has the best looking hair and that's a 2011 game without using a special, GPU crippling hair physics option...Bad hair graphics in video games still baffle me in 2016. Why does it look so bad compared to other elements?
AFAIK, car damage and deformation is an issue of licensing.
AAA games like Forza, GT, DC would pay car manufacturers more money to have car wrecking in their games.
The tech is there. That's why indie games with fake brands can include impressive car damage in their games.
Foliage is fine, but that grass ground texture doesn't look too hot, in my opinion.
That looks nice but there isn't much grass there, when you get fields of long grass with a character walking through it just looks off.
The performance hit from complex looking hair simulation is still too severe outside of a tech demo settings. The fact that we got one last gen game with hair that looks like this in real time:Bad hair graphics in video games still baffle me in 2016. Why does it look so bad compared to other elements?
Nah, the grass in the witcher is fairly bad. It makes up for it by volume and density. You won't find any game with the same volume of ground foliage. The best grass in itself I'd say is that found in the Far Cry games. But those use the same properties you mentioned, they're taller grasses so they benefit from better shadowing despite being less dense.Grass looks bad because it's still a 2D or cardboard asset in all games.
But the lack of real time shadows and self-shadowing is the main reason they look so fake. In many good looking games you get real time shadows on everything except grass which makes it stand out. SSAO somewhat helps (especially in Witcher 3) but i's still not good enough.
That's why other types of foliage like bushes or big leafed plants and palm trees look good. Because the bigger leafs are proper 3D objects that cast shadows.
Witcher 3 and Dying Light have the best looking grass atm IMO.
Sounds like 2017's Crackdown will be right up your alley.Full destructability and explorability without a sacrifice to graphics.
We've been stuck since Red Faction Guerrilla at a stagnant space for destruction and physics. Immersion and believability is ruined when a grenade goes off and leaves some flat 2D sprite on the same geometry instead of causing damage.
As for explorability, seeing that same building have all its doors locked and windows with a weird reflection cube map kills it too. Being able to enter and explore just provided so much more.
This doesn't necessarily have to be an open world game thing, I am tired of static and sealed environments in any game.
I wish for the graphical armsrace to stop so we can focus on better stories,characters & gameplay refinements.
I feel like the obsession with graphics is costing this industry a lot.Developers are being asked to do waaaay too much beyond human ability.
Sounds like 2017's Crackdown will be right up your alley.
Yeah I am definitely looking forward to it other than the fact the major cloud powered destruction is for online only MP
More GPU accelerated physics like this in video games, especially open-world titles.
And more physics based animation like what Rockstar does in their games like Max Payne 3, GTA V and Red Dead Redemption as mention in this post:
Witcher 3 was pretty great with this actually, every scene in the game used auto lipsyncing as a base and then the devs went in and keyframed every conversation to make them flow better, that's really unheard of. That's some next level dedication.i'd really like to see canned animations and auto lipsyncing get better. its obvious in games like mass effect or the witcher that they cant mocap or keyframe every single conversation, but the current limitations for those situations does bring me out of the story a lot.
Yes. Many CGI movies have clothes that accurately fold and deform depending on the movement. A lot of time and a team usually goes into just that aspect though. Even a game like Until Dawn likely couldn't fit that in without a massive performance hit despite the game really not having any complex AI.Aside from what surely many people have already mentioned...
I want to see the end of concrete clothes. I'd like to see characters actually wearing accurate clothing on top of their bodies. An accurate clothing simulation.
And not just trickery like how UC4 (or MGS3 on a simpler scale) does it with the with the appearance of clothes flowing in the wind.
This might be impossible though. Do CG movies even do this?
Aside from what surely many people have already mentioned...
I want to see the end of concrete clothes. I'd like to see characters actually wearing accurate clothing on top of their bodies. An accurate clothing simulation.
And not just trickery like how UC4 (or MGS3 on a simpler scale) does it with the with the appearance of clothes flowing in the wind.
This might be impossible though. Do CG movies even do this?
- Bullet casings need to fall to the ground in every game and need sounds
Clipping. Unfortunately this will never be fully weeded out.
I wish for the graphical armsrace to stop so we can focus on better stories,characters & gameplay refinements.
I feel like the obsession with graphics is costing this industry a lot.Developers are being asked to do waaaay too much beyond human ability.
Pop ups and texture pop ins. Really freaking annoying. I thought we got rid of it during the GC/PS2/XB era, but it's now back with a vengeance.
Mirrors aren't reflective in most of the modern games (but it was even in Duke Nukem 3d)
Screen from 2017 game
That's called soft particles and Im sure vast majority of modern games have that feature.
Although I've seen few modern games without it which is always very strange to see because it should have virtually no performance impact t.
Why isn't it feasible? How powerful must the systems get before we can run collision check all time every time?The brute force solution of running a ton of collision checks on everything in the game at all times isn't feasible
Why isn't it feasible? How powerful must the systems get before we can run collision check all time every time?
Duke 3D had a weird way of doing things. Screen space real time reflections are one of the most expensive effects. Although even Quake had some cubemapped reflections on some cards.
Because a game is based on more calculations than just colliders. These things add up and wreck performance because it has do all these things on the fly.Why isn't it feasible? How powerful must the systems get before we can run collision check all time every time?