RustyNails
Member
For me it is clipping. Nothing takes me out of a game than a clip-through.
LOD/Texture pop. The better graphics get, the more jarring it becomes.
Are you referring to their skin bending and compressing, or their clothes? A decent amount of games this gen have cloth physics that react to the environment.I also would like polygon deformation to become more natural.
If the player sits or leans against a wall, the polygons should bend and compress against the weight. It's not as big of a problem as clipping for me but it is noticeable.
That would be very expensive from a computational standpoint, but I think R* may do it with RDR2. They made great strides with this in Max Payne 3.One thing I'd really like to see is clothes/armor/apparel that aren't just static texture/mesh over the body like they're part of it. We have capes and hair with physics, but I want everything on a character to have dynamic properties.
Realistic hair, shadows that those don't look like jaggy squares.
Are you referring to their skin bending and compressing, or their clothes? A decent amount of games this gen have cloth physics that react to the environment.
Metal armor bending and stretching.
Teeth. I love Until Dawn and it's a very good looking game, but the teeth in that game don't look that good.
This is one of the many reasons why I was so impressed with Arkham Knight visually. Batman's armour still stretches in some places (like his armpits) but his abs + chest pieces are actually placed on a mesh so they move independently to his animation. For example, when he raises his arms, you can see the gaps between the pieces of his armour expand and see the wire underneath.Metal armor bending and stretching.
Making two people kiss without being awkward as hell.
Uncharted 4 is great for both of theseGood non straight hair simulation.
There are dozens of different hairs, specially on minorities and devs don't give a fuck
I think Crytek actually achieved this with Ryse. Almost every piece of armor and clothing on the main character moved independently.This is one of the most noticeable for me. Suppose you could class it as independent item modelling - where your character actually wears stuff, rather than it being welded to the rig. Oh sure, the ends of your coat may fly free, but the actual coat itself? Ha!
However, I also realise that's probably a long way off, so I'll default to OP's answer of clipping.
This is one of the many reasons why I was so impressed with Arkham Knight visually. Batman's armour still stretches in some places (like his armpits) but his abs + chest pieces are actually placed on a mesh so they move independently to his animation. For example, when he raises his arms, you can see the gaps between the pieces of his armour expand and see the wire underneath.e
Not sure if it's visual/graphics related but physics-based animation. R* did a great job with this in Max Payne 3.
I also want computational fluid dynamics to be incorporated in video games more, but for something so expensive I can't think of an actual gameplay use for it. Maybe for a puzzle or something?More GPU accelerated physics like this in video games, especially open-world titles.
Not sure if it's visual/graphics related but physics-based animation. R* did a great job with this in Max Payne 3.
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:
That's called soft particles and Im sure vast majority of modern games have that feature.Fog effects going into the floor and showing a straight line where it meets.Not sure if it's been solved properly yet. Probably has.
I still wonder how NaturalMotion (or R*, I'm not sure who to give credit to) were able to pull that off. I'm hoping that in future games (like RDR2) the AI can take into account more variables like local terrain and even wind speed/direction for animations.Euphoria engine is actually even more impressive than you think. It's not just physics-based. It has a self-animating AI. The drunk animations and characters trying to balance themselves when ran into? That's an AI animating itself in real-time to react to the physics and the environment.