By fixing games to 1/60th of a second for a refresh you are limiting the scope of what a game can do, what it can be. The compromises will be too great IMO.
AI and physics might have to be limited and environments will likely be sparse or enclosed. Accommodate complex AI and physics and expansive complex environments together in your 16ms refresh and you could end up with incredibly basic looking games which simply aren't very marketable.
Actually, if you see games like Halo 2 Anniversary, the game runs at 60 fps and looks so awesome, maybe because the game was so optimised as a classic, that now with a more powerful machine they could use the original assets and do justice to the developers who originally worked on the game.
And at a flawless 60 fps!
I think that with classic games we have a similar situation as with classic films. The details were there, the developers were limited by power and tried to squeeze every ounce of power from those consoles, and now that's paying off!
The original assets can be used to great effect adding on top of that excellent shading and new techniques without exceeding the 16ms budget.
If you watch the Halo 2 Anniversary: Remaking the Legend documentary, you can see the differences between Halo 2 original and Halo 2 remastered, in real-time, and that's... crazy.
Movie VFX was always rendered at 2K res at least, and 35mm film stock has about as much detail in analog form as well.
Film stock is very high quality stuff usually and can be preserved for a very long time when stored properly (especially compared to digital data storage like DVD or tape, which deteriorate pretty fast).
Although older material is usually processed before BR releases - colors, sharpness etc. can all be significantly enhanced digitally, compared to their actual analog state. And in some cases the original material wasn't stored well and absolutely required restoration, like the original negatives of SW IV.
Sebbi is talking about different things, although the principle of separating samples for various aspects of an image is sort of the same. But he also suggests to make many more trade offs and sacrifice precision wherever it's not as noticeable, similar to lossy compression techniques. Movie VFX has none of that, in fact almost everything is done at much higher precision levels and I don't see that going away. For example there's now research in moving beyond RGB colors to a spectral representation.
Thanks for the detailed explanation.
As for material requiring restoration, there is a teacher where I live who recorded some footage in the 60s!! That's so rare here, people were "poor" back then, and couldn't afford cameras.
I asked him for a copy of that footage and he told me it was recorded on either Betamax or Super 8 -iirc, it was Super 8- :smile2: and said that he will try to find and recover it (I told him it'd be so easy to upload that footage to youtube or similar).
He said that the problem was that most of the footage was lost and deteriorated,
that back in the time that Super 8 -or similar- footage tended to deteriorate and parts of the video tape had to be cut with scissors and pasted with adhesive to keep it and for it to be played.