Scali said:
Well, I don't want to destroy the nice flamewar here... but I think both sides are saying pretty much the same, but approaching it from a different angle.
Nope we aren't and I'll elaborate...
I believe one side stresses on the quality of textures and AA/AF to increase realism... And the other side stresses on geometric detail.
Wrong again. I want both and not just one part increasing, preferably at the same time and gradually. Texture filtering and/or Antialiasing alone will not bring any real progress as you won't come close to realism with higher geometry only. What on earth happened to happy mediums?
But it seems that the others interpret it as trading texture/image quality for geometry.
Partially yes. I just don't want the concentration to fall on just one department. I would want a lot of things too, yet I'm also at least attempting to understand natural restrictions and indirect measurements that sadly still exist in the graphics market in order to come to more balanced conclusions.
However, if you look at the polycount today, and say, 4 years ago, it has pretty much stagnated, and that's rather sad. Agreed, the same polycount looks better today, because of the better textures and normalmaps and pixelshading, but still, the silhouettes are blocky, and animation is a tad limited. So yes, I would be happy if this area were explored, and texture quality and resolution remained at the current level for now.
The real first big game that contained a pure T&L optimised code was UT2k3. How many years after the introduction of T&L units on GPUs? It always takes time. I personally was quite disappointed in the past from almost non-existant dx8.1 shaders support a couple of years back, while on the other hand hope started to rise again with the appearance of the R300 and developers quickly adopting even some dx9.0 class shaders.
It might sound foolish from me to put too much hope on WGF, yet it's real target IMHO is to really leave only AI and physics to the CPU, with the rest falling onto GPUs. On chip adaptive tesselation isn't just a gimmick feature, dynamic LOD, geometry compression, stencil shadows calculated w/o the CPU and the list could go on and on. I don't think early WGF hardware will bring a gigantic revolution either, yet it at least sounds at this point of time a step into the right direction.
Another rather simplistic sounding question: why are developers lately instead of picking real displacement mapping via VS3.0 rather opting for parallax mapping? (1) It's cheaper to implement and probably delivering higher performance too and, (2) it can be realised on a much wider variety of accelerators out there.
As for high resolutions, it's currently only a side measure for me to decrease partly in combination with other techniques general aliasing or other annoying patterns. If we ever would get as far to render games that would look damn close to Pixar's
Finding Nemo as an example, resolution would be the least of my concern.