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Why we can't have nice round shape graphics in videogames?

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Are there any alternatives to using polygons?

Sure, but GPUs are built for accelerating polygonal based graphics. Although I'm sure you could use compute shaders or software rendering on the CPU to do something different like voxels or something else. But the end result would be like going generations back in regards to graphic fidelity.
 
Yeah, we haven't made a great deal of progress ever since QIII made a big deal out of their round arches in 1999.

Just shows that we still have a long way to go.
 
Well I've got to add an question, is it really that hard to make decent shadows? I mean hardware-wise.
 
If you think 8 gigs of VRAM is going to get you perfectly round objects in real-time, then you have another thing coming.

The tessellation performance in both the ps4 and 720 GPUs should be good enough to keep most round objects rounded.
 
If you think 8 gigs of VRAM is going to get you perfectly round objects in real-time, then you have another thing coming.

Cause 8 gigs of Vram has a lot to do with how many polygons are on screen, am I right!?

(yes I realize the sarcasm both from and to this post)
 
How long until Agent 47 finally gets a real round head?

Absolution's was good, but you could still see the edges.
 
This. No matter how complex, everything in games (and computer graphics in general) is made of triangles. You can add more triangles to make things look even more rounded, but no matter what you'll always find jagged edges if you zoom in close enough.

If you were somehow able to examine the models used in Pixar movies in real time, you'd probably still find some jagged edges if you zoomed in close enough. You'd just have to zoom in a lot more, and since CG movies are all pre-renderd, filmmakers can do whatever they want to hide any flaws that might appear.

Theoretically we could reach a point where we're using so many polygons that you'd have to zoom in to near-microscopic levels to find a jagged edge on a "round" object.

or just make sure polygons are smaller than pixels.

because we use Polygons and not Nurbs. I always wondered why Nurbs didnt take off in the gaming space, probably because of the cost, but still I expected we'd eventually see a shift.
Nurbs are cumbersome to work with, and the surface would still have to be broken down to polygons at render-time(if I'm not mistaken). Nurbs are generally used when precision is important since a nurbs surface is a mathematical equation instead of connected pre-defined points the resolution is infinite.

When you design a machine using cad software you would use something like nurbs, can't have stuff like that in an inaccurate format as polygons.

I believe you can do 3D modelling with splines, but it's pretty experimental if I remember correctly. It'd give perfect curves, however.
3d-modelling with splines has been around for ages. I remember 10 years ago or so when subd-modelling wasn't very popular, lot's of people used splines to define patch surfaces, it was a total headache compared to the tools we have today.

Also, I'm not 100% sure about this but since a spline still is only a parametrized equation at some point the computer still has to translate it into polygons to actually render it. There is no magic way of getting free perfect curves. But like I said above, if you have the computing power to spare, just make sure each polygon in a curve is smaller than a pixel on screen and the curve will always appear perfect assuming the pixels aren't big enough to see individually.

I'd say something like open subdiv likely could find it's way into videogamin in the next 5-10 years. Its basically the tech used in cg-animation today. You start out with a lowpoly(for a high-end model that would be maybe 30 k polies for a face, but could be as low as a few thousands and still give good results) and then subdivide it with a smoothing algorithm, finally you apply a displacement map to get extra high frequency detail if you want that look. This will definitively happen when gpus are strong enough to not care about polycounts anymore.(we are approaching that point, shaders, lighting, effects and textures are far more expensive than drawing triangles). It's similar to tessellation but while tessellation just adds extra points without affecting the shape of the object subdiv changes the shape to have a curved surface.
 
Well I've got to add an question, is it really that hard to make decent shadows? I mean hardware-wise.

Incredibly. First off, you'd have to have realistic real time lighting, which we can usually only get from only a very select few sources at any one time. Next you'd have to be able to indirectly bounce that real time lighting off of objects and onto other objects realistically (a BIG hurdle that graphics technologies have only been really tackling the last few years).

So after you get the hard stuff down, then it'd be relatively "simple" just to apply those real time rendered light particles at the dozens of objects on the screen all at real time and thus your perfect shadow!
 
No one uses splines anymore (it's outdated).

It's all subdivision surface now.

A spline is part of a polygon. Splines are the lines connecting the vertex. Or points. You subdivide a polygon by adding a spline between splines creating new vertices.
 
Eh? I would imagine just drawing the curves outright would've produced a better result.

You get tons of problems with cracks in the geometry using curves as rendering primitives. Tessellation is a solution to the roundness problem that plays to the strength of the hardware we use today with virtually identical results.
 
Edit: No one uses nurbs anymore (it's outdated).

It's all subdivision surface now.

Not in final work, but they're a very useful tool for modeling. Assuming you meant NURBS, of curse.

And I remember someone showed a while back a video of pixol-like something in games? I have no idea how they animate that, but I remember seeing something like that.
 
You get tons of problems with cracks in the geometry using curves as rendering primitives. Tessellation is a solution to the roundness problem that plays to the strength of the hardware we use today with virtually identical results.
Cracks?
 
Eh? I would imagine just drawing the curves outright would've produced a better result.
I tried using nurbs before and didn't like it.

I'm learning sub-d and the results are way more impressive mostly because it works on everything.
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Create a low poly mesh, subdivide it, done.
 
What I don't get is how flat textures can't be round. I've seen a lot of it on Wii which has really lowered my expectations of acceptable graphics. I can't remember an example, but hard-edged, polygonal round effects were surprisingly common.
 
Not fake ones :P

What do you mean?

Yes!
Computationally very very demanding especially dynamic with radiostic properties

What is a decent shadow? Like real world shadows? Then take a look at ray tracing. Otherwise, yes, shadows are taxing on the hardware.

High resolution shadow maps use up alot of RAM.

Shadows made through shadow volume use up alot of CPU/GPU power (they're creating geometry twice).

Woah this has been bothering for a while, thank you. Now I can atleast somehow understand why the Shadows in certain games look that chunky and mosaic-ish..
 
Man this topic reminds me of one I found on the Nintendo.com forums way back in the day, and the title was "why can't polygons be round?" I have to admit I lol'd.

Anyway, it's been thoroughly explained in this topic at this point, but games are getting better at round things.

Although the non-round balloons in Bioshock Infinite sort of annoyed me :P
 
What I don't get is how flat textures can't be round. I've seen a lot of it on Wii which has really lowered my expectations of acceptable graphics. I can't remember an example, but hard-edged, polygonal round effects were surprisingly common.
Edit: Textures can be round. They need to mapped to round polygons like a circle, sphere or cylinder.
 

I remember Carmack talking about how rendering curved surfaces in Quake 3 produced visible cracks in the geometry. They solved it by inserting patches of triangles to cover up the cracks. I can't tell you exactly why cracks occurred in the first place, but my guess is floating point imprecision. For Doom 3 they threw out all of the curved surface rendering to spare themselves of some headache.
 
What I don't get is how flat textures can't be round. I've seen a lot of it on Wii which has really lowered my expectations of acceptable graphics. I can't remember an example, but hard-edged, polygonal round effects were surprisingly common.

Texture resolution, I think. To have a perfectly round flat-texture you can either put it on a square polygon with alpha - But then you need the texture resolution to be pretty good or the edges will be blurry and won't look good, or you can put it on a "round" (or as round as you can) flat Polygon.
 
I just wanted to see quake 3 mentioned and it's been taken care of already :D

OP I think project cars has some really high poly wheels compared to gran turismo.
 
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