My main impression after this one and the performance capture talk, and the Crytek talks is, that game development has some potentially serious issues in the future because of the current state of realtime graphics:
- High quality global illumination solutions all require a LOT of baking and preparation, they're basically trading off artist time vs. runtime computational requirements. Getting a simple scene to render nicely takes a huge effort, whereas in offline CG many studios are moving to a fully raytraced approach that takes very little extra care beyond building "good" assets.
It looks like this is going to become more and more problematic with time as the hardware won't get faster but there's always going to be a need for better results.
It also means that game engines will once again become less viable as an alternative to offline rendering software, as the artist overhead costs more than buying a larger render farm to do the raytracing. The Cryengine for movies type of stuff is probably not going to take off in the end.
- Many of the character deformation tools used for decades in offline work is still not really viable on GPUs. Practically every advanced facial deformation system is still based on bones, as they're almost "free" on the hardware (just upload the mesh and the weights and then it only takes some simple vertex shader code to do the job). Blendshapes and other stuff are way too expensive in computation and memory, so once again a lot of artist and programmer time is traded off to get high quality results.
Same goes for cloth apparently, and body deformations are also mostly based on adding lots of extra helper bones (so they're not working as the actual skeletial bones in a human body, but are placed on top of that to "simulate" muscle bulging and such).
- Memory is - at least on the PS4 - treated as almost "free" which makes me wonder how long it'll take to start to optimize consumption again. Today it looks like virtual texturing as seen in Rage is not as important, but I still expect the tech to resurface within a few years. Oh and no news on virtualizing geometry either.
Also interesting is that most games are using little more than 4GBs, which was my initial estimate for what is needed by nextgen games and what can be reasonably accessed with the current bandwidths for RAM and background storage. What I didn't count on were the additional multimedia and social and other features of these nextgen consoles, which were the reason to bump the total up to 8GB
But again, in the end the games are working with ~4GB altogether.
Lastly, it's nice to see so much information about the new engines, content creation pipelines, and the complete takeover of PBR. Funnily enough this could allow studios like us to tap into game artists a lot easier