http://www.youtube.com/watch?v=Ko9xC6TMdiw
saw this at neogaf forums...and it brings back memories...not the Cell anguish krap...but to analyze how far realtime fidelity have come 6 years later (/feels old)....the studios that made the CG claims a realtime version can be achieved right about now..
There are three things that stand out for me...the first obviously the extremely full polygons, unable to spot angular triangulars.....i guess this is the only part where hardware of even next gen will struggle with...considering minimal form of tessellation stalls most gpu now.
The next is the explosions...somehow you have the smooth volumetric smoke with sharp but subtle motion blurring...which makes brings me to point three...there is a lack of heavy handed post processing effects and bloom....i really like to ask why? Why are we still exposed to searing bloom? Some how the subtle lighting in CG looks far more aesthetically pleasing then what we play...is this a hardware limitation or developers unrestrained use of effects?
Well there is a fourth which i think is more of a streaming limitations....Jaggies are less a problem now (1080p + 2xAA) but recent games like TW2 and Crysis2 still have pop-ups, texture aliasing and shadow artifacts.. very jarring, will they go away next gen?
saw this at neogaf forums...and it brings back memories...not the Cell anguish krap...but to analyze how far realtime fidelity have come 6 years later (/feels old)....the studios that made the CG claims a realtime version can be achieved right about now..
There are three things that stand out for me...the first obviously the extremely full polygons, unable to spot angular triangulars.....i guess this is the only part where hardware of even next gen will struggle with...considering minimal form of tessellation stalls most gpu now.
The next is the explosions...somehow you have the smooth volumetric smoke with sharp but subtle motion blurring...which makes brings me to point three...there is a lack of heavy handed post processing effects and bloom....i really like to ask why? Why are we still exposed to searing bloom? Some how the subtle lighting in CG looks far more aesthetically pleasing then what we play...is this a hardware limitation or developers unrestrained use of effects?
Well there is a fourth which i think is more of a streaming limitations....Jaggies are less a problem now (1080p + 2xAA) but recent games like TW2 and Crysis2 still have pop-ups, texture aliasing and shadow artifacts.. very jarring, will they go away next gen?