I blame marketting (like usual really) - aside for some youthfull naivete, I doubt you'll ever find a technical person try to tell you procedurals make a good general solution, let alone have results comparable to handcrafted art.ShootMyMonkey said:It's another presumed magic wand in my book.
But marketers will happilly take whatever they can get their hands on and run with it...
"delivers a huge, beautiful, detailed world while eliminating loading times.".
To be fair, I've seen some very clever use of procedurals in PS2 gen that had absolutely nothing to do with your run of the mill landscapes and vegetation - but those didn't come from academic research.
As ShootMyMonkey mentioned - there's no magic wands. Procedurals have their uses, but they are limited in scope - and have obvious quality tradeoffs for many things.Hardknock said:Would engines that use procedural techniques help with this problem?
Yes - it's possible to build your game around nothing but procedural content - but that means you have to accept certain limitations at design stage.