I think Lensflare is the key feature for 2010 and onwards.
Insane amount of foliage (trees, bushes and grass) reacting to wind and your movement.
Indeed I back you and Damienw on that one especially when you consider that it's possible on our actual systems but it's not a developers/studios priorityI actually want anisotropic filtering standard more than I want MSAA. It's such a waste of good art assets when you render them with just a bilinear filter. Even old games like 6-8 years get new life breathed into them with the help of anisotropic filtering.
The lighting and Water in Halo 3 look really damn good which is pretty impressive, considering that Halo 3's engine still has its roots from the original xbox hardware.I can only imagine how graphically impressive Halo Reach is going to be though...I have a feeling that Bungie is going to blow us away with a graphically stunning game.We all know that the company is easily capable of doing such a thing and I can't wait to see more of the game at GDC 2010 and at a E3.
That would be interesting indeed, how about push further and have full seasonal weather simulation (changing night/day ratio, various weather condition from snow to thunderstorm to sun, and having vegetation to follow seasonal cycles). I think it would had not only charm but life to an open game world.One thing I'd like to see more, especially in open world games, is dynamic weather. I thought GTA4 was ugly at first, but after a while, after coming through the same places a lot of times and seeing them in different conditions added a lot of charm to the game's world and I'd like to see more of that in the future.
yeah, this makes sense!But it depends on viewing distance and if first person view of third person view. In third person view shadows that are blocky or jaggied can be percieved as smooth due to distance. However in first person it would have been revelead they are blocky/jaggy.
hmm, this are what I call perfect shadows
Personally I don't think Lensflare is really important…
Another bad example (for my liking) are the shadows used in Mass Effect...when talking to person graphics are really outstanding, except the shadows on the characters...the just looked weired with a lot of artefacts...just like a bug or something completely wrong.
Our eyes are lenses, and we do get lens artifacting in our vision. Since we can't get a TV to display the full luminance and color range of the real world, games simulate a camera iris to convey the intensity of lights. Our eyes won't behave with an on-screen image the way they would of the real thing, so it needs to be "enhanced." It's the same as applying motion blur. Our TVs can't refresh fast enough to make our eyes naturally blur the motion of objects we're not focused on.Personally I don't think Lensflare is really important…
Only game where Lensflare have a justification is in games where the scenery is retranscribed by cameras. So we have sport game in TV mode, racing games in TV replay, may be a game there you are a droid, Meca, or a game where you a reporter with a camera. .
There's one object in Uncharted 2 that looks likely to be using it. There's a statue in the museum that has qualities reminiscent of the marble statue in ATi's old SSS demo.Is there any console tittle making use of subsurface scattering? Crysis or maybe Uncharted?
Don't own any console so i dont know but that's one effect i wish would come to use often next-gen on the PC side at least.
Is there any console tittle making use of subsurface scattering? Crysis or maybe Uncharted?
Don't own any console so i dont know but that's one effect i wish would come to use often next-gen on the PC side at least.