2023 IQ is unacceptable [spawn]

Remij

Veteran
The issue is when you have extremely high quality assets butted up against a jarringly low quality asset.. which can still happen quite frequently even in the highest end games.

I think this is where tech like Nanite is really going to shine. Allowing much more of that fine grained micro detail to be properly lit and shadowed. The more actual geometry we get in games, the better. I find a lot of time when you zoom in the camera on some asset and you have really beautifully modelled and textured/lit objects.. it often exposes the flaws and drawbacks of the surrounding objects as they may not be viewed from the intended angle/closeness which was considered when the assets were authored. I think Nanite and technologies such as that will really allow that surrounding detail to remain from all angles and zoom levels.

Of course developers would also be cognizant of not creating too much noise and detail as they very carefully have to guide the player through the environment, and too much unnecessary detail can make that really difficult.

It's really crazy how much thought and work goes into design that us gamers really just don't even consider... but it's absolutely essential lol.
 

trinibwoy

Meh
Legend
Supporter
The issue is when you have extremely high quality assets butted up against a jarringly low quality asset.. which can still happen quite frequently even in the highest end games.

I suspect in some cases low fidelity assets are bought off the shelf, you know random clutter like soda cans and chairs and fire hydrants that may not be worth the time or effort to author from scratch. But yeah it definitely jumps out more for objects that are significantly lower fidelity than the rest of the scene.

I think this is where tech like Nanite is really going to shine. Allowing much more of that fine grained micro detail to be properly lit and shadowed. The more actual geometry we get in games, the better. I find a lot of time when you zoom in the camera on some asset and you have really beautifully modelled and textured/lit objects.. it often exposes the flaws and drawbacks of the surrounding objects as they may not be viewed from the intended angle/closeness which was considered when the assets were authored. I think Nanite and technologies such as that will really allow that surrounding detail to remain from all angles and zoom levels.

It can't come soon enough.
 

yamaci17

Newcomer
I'd say biggest bottleneck is the base 8 GB VRAM or Dx12u features not being utilized such as DStorage for better texture streaming (?) or maybe sampler feedback for smarter texture management.

But I'd still say 8 GB VRAM baseline on PC ranging from 2060 super to 3070ti and now the upcoming 4006ti will pose a huge barrier for developers going forward. Part of me thinks that the reason they continue with PS4 ports is because targeting PS4 allows 6-8 GB cards to function properly in these games.
 
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