I think you're getting a bit held up with the implementation in The Order - other games and engines could easily go further and do PBR more... "right", if there's even such a thing. Mind you, this is no longer a thread about that certain game
Check this presentation:OffModEdit: On topic but I was hoping you could answer me on this one since Josh Holmes confirmed Halo 5 is using PBR.
But how can you tell a game employs PBR by just looking at some in-game screenshots? What are some things to look for?
It doesn't matter if it's the Order or not. I'd like to see any game do some of these things correctly.
But do they fool the layman's eyes? I'd say yes.
I doubt most people would notice except in very specific circumstances such as characters lacking mirror reflections in TO1886. Some people even thought they were vampiresLOL! I'd say no. It's only a matter of time before the tricks are going to be blatantly obvious. We want games to approach CGI.. continuing to settle for a cube map instead of real reflections is going to hold you back..
LOL! I'd say no.
I doubt most people would notice except in very specific circumstances such as characters lacking mirror reflections in TO1886. Some people even thought they were vampires
Refractions are REALLY expensive. On a current project we've had to fix issues on teeth in comp because the proper number of ray bounces would've killed our render times completely.
It's one thing to get it to work on a single asset in a test environment and another to do it right in a complex scene with a character close-up shot. I'm not a fan of relying on post for this stuff but production realities can really be brutal. We've just been asked to add a character based on celebrity talent - 3 weeks before final delivery. I kinda feel like I'm Tom Cruise in Mission Impossible
I think you can try again? Make sure it doesn't go on the wall but I've sent PMs to members here
What game developers care about is the impact that the paradigm has on the development process. Overall expressiveness is nice and certainly worth talking about, but it's entirely possible to take advantage of the concept while using approaches that might not be as expressive as you might like.Also, I don't like that the gaming industry uses the term when it's actually not really physically plausible at all.
Since it seems like you're referring to TO1886, it's worth noting that in their GDC presentation, RAD explicitly mentions that the hair model isn't physically-based.For example, their Kajiya hair model is far from plausible.
What game developers care about is the impact that the paradigm has on the development process. Overall expressiveness is nice and certainly worth talking about, but it's entirely possible to take advantage of the concept while using approaches that might not be as expressive as you might like.
Similarly, relaxed standards seem to be in use for "physically plausible" compared to what you're used to, if Lambert is to be treated as somehow "implausible." (It's not perfectly precise for any real material, but it's a pretty reasonable approximation for some, and it can play fine with the usual mathematical requirements of plausibility. Mostly it's just not that expressive, failing to capture the complex effects of roughness, and that sort of thing.)
Right. so would you call their pipeline a PBR pipe when only 1 component is actually based on a microfacet distribution and everything else isn't?Since it seems like you're referring to TO1886, it's worth noting that in their GDC presentation, RAD explicitly mentions that the hair model isn't physically-based.
Forum warriors do that all the time; game developers less so.It's just a little weird for the term to be used to such a high degree for the sake of justifying a game's graphics over another.
That's because they're using those BRDFs for expressiveness, but it doesn't satisfy other aspects of a physically-based development.Crysis 2 used Oren Nayar and Cooke Torrance -- both physically plausible models but they never announced it as a buzzword.
That's because they're using those BRDFs for expressiveness, but it doesn't satisfy other aspects of a physically-based development.
Bungie offers a great example of terminology use; they didn't say "physically based" when they implemented Cook-Torrance specularity in Halo 3, but they mentioned that they used a physically-based approach to a partial degree with Destiny, which uses an arguably less-expressive Kelemen BRDF. The derivation and complexity of the BRDF wasn't the difference with PBR-ish-ness; it was how assets were authored, and how shading was accumulated at runtime, to allow them to produce a substantial amount of content that would look consistent at runtime under their varied real-time lighting environments.
I'm pretty sure Crysis 2 used Blinn-Phong.