Graphics wishlist

From the post in Unity forums, which OCASM shared... These pictures from Nintendo's Mario make me wonder if they use Unity in this Mario game because they utilise Multiple Scattering as well :
It's a GPU shader effect. It can be implemented in any engine.
 
Fluid dynamics, about time we see proper fire and water simulations.
giphy.gif


proper cloth sim
Hope PS5 gen with 10 tf+ gpu grunt could render some of them in medium scale game environment.
 
Fluid dynamics, about time we see proper fire and water simulations.
giphy.gif
That!

proper cloth sim
Hope PS5 gen with 10 tf+ gpu grunt could render some of them in medium scale game environment.
And that! Fighting games MUST have proper hair and cloth simulation next-gen. I'm expecting no less... I still remember how cool the cloth simulation was back in the old PS1 days in games like Street Fighter EX. ¬_¬
 
Fluid dynamics, about time we see proper fire and water simulations.
Yeah, what happened to that dragon fighting game...? Cancelled? Never a real project to begin with?

Proper physics modeling and collision detection for character-worn clothes and gear would be the next big step in realism. Having clothes and equipment clip though surroundings, walls, other gear or even the player character itself looks crap and can really kill immersion. Hopefully we'll start seeing progress here soon.
 
Deep Down was at one point redesigned to be a service based game I think and since then it dropped completely out of radar:(.
Are physics modeling and collision more dependent on CPU power? Or would the GPGPU from the latest of Nvidia and AMD be enough?
 
To me, it's rather a lack of : clipping, popping, tearing, framerate issues, etc.

I prefer a more traditional way of rendering but with a very stable image. And even on the most impressive PC games, we still see shadows appearing, etc. It's annoying and it breaks immersion.
 
Last edited:
Wowwwwww. Which games do use that rendering technique that you know of?
Only Mario Odyssey. It's only a matter of time before we see it appear in other games in one form or another though. It's a must for photorealism. Zelda BotW approximates it by adding bloom to an entire scene when it's raining, like applying vaseline to a camera lens. It's not very accurate but it's better than nothing.

Nah, it's just bloom, a la SOTC (PS2 original).
You jest but it does use depth as a mask for the blurring so it's somewhat similar to it. I actually made a couple of posts making the point that in many instances SotC's bloom mimics multiple scattering effects:

https://forum.beyond3d.com/posts/1957634/
https://forum.beyond3d.com/posts/1958431/

Bloom is a brightness-mapped blur and blend. DOF is a depth-mapped blur and blend. This fog is a depth based blur and blend. In fact, if you visit the link as I just did, you'll see it's actually described as a fancy DOF effect by the shader author. ;)
It's a Bloom effect turned into a DOF effect. As such it shares its biggest disadvantage: transparencies. Either they're all sharp or they're all blurry. I was hoping to copy whatever solution UE4 implements for this problem but it turns out it doesn't have any lol.
 
Only Mario Odyssey. It's only a matter of time before we see it appear in other games in one form or another though. It's a must for photorealism. Zelda BotW approximates it by adding bloom to an entire scene when it's raining, like applying vaseline to a camera lens. It's not very accurate but it's better than nothing.

Look similar to me :

687474703a2f2f692e696d6775722e636f6d2f36796b6a584f492e706e67


32452806303_a27446a46rzogi.jpg
 
Back
Top