Unfortunately the main goal of using normal mapping technique by the majority of developers is not to improve graphics and details, but to decrease the number of polygons necessary to create detailed graphics. (using minimum polygons for a given graphical details)
With this philosophy in mind, we have supposed next gen games using almost the same number of polygons for characters and protagonists as in current gen games. (10 000 polygons in many cases)
There is a lot of problems with this philosophy :
1/ You cant improve too much the animations of next gen games compared to current gen games (you are using the same number of polygons, and you cant animate normal mapped textures ) So this result in a robotic animation feeling due to non animated details using normal mapping technique.
2/ Even though developers get more detailed graphics using less polygons with normal mapping technique, there is still a problem of angle of vision and distance of vision. The quality of graphical detail is at its best in only a determined angle of view and distance, if for example you are too much near the normal mapping texture you will see pixels with no graphical 3D depth, the same if you view the texture from a 160 degree for example. This is a big problem if the normal mapping textures are over used to render not only tiny details but also big visible details which developers could easily render in polygons if they want (rendering cloths for example in Doom3 or Quake4 ).
Some examples :
Gears Of War :
Each character of gears of war is composed of only 10 000 polygons downgraded from 3 million + polygons using normal mapping technology.
This result in a current gen animations with next gen graphics.
Lair :
The main dragon of Lair is composed of 150 000 polygons downgraded from 5 millions + polygons using normal mapping technology. This wont result in a far better looking and detailed dragons than gears of war monsters, but this allow factor5 developers to create far better animations.
http://ps3media.ign.com/ps3/image/article/698/698558/lair-screen-20060327004958573.jpg
MGS4 :
Snake is composed of 120 000 + polygons, with little use of normal mapping. Snake is not better looking than gears of war characters, but is far better animated.
http://ps3media.ign.com/ps3/image/article/651/651322/metal-gear-solid-4-20050915072838293.jpg
Of course a lot more polygons wont result automatically in better animations, its for developers to animate those polygons.
I hope developers by the time will change their philosophy. But when we will see a change of philosophy ? (using normal mapping to add details which couldnt be added using polygons, not using normal mapping to decrease the polygons to a minimum) Maybe after MGS4 release ? Or maybe after the release of the first games using real time animations instead of prerendered pre-programmed animations by using endorphin technology for exemple...Only time will tell us.
N.B :
For those who want to see real time animations, look at those videos :
http://media.ps3.ign.com/articles/702/702423/vids_1.html
[Moderated : Images Size.]
With this philosophy in mind, we have supposed next gen games using almost the same number of polygons for characters and protagonists as in current gen games. (10 000 polygons in many cases)
There is a lot of problems with this philosophy :
1/ You cant improve too much the animations of next gen games compared to current gen games (you are using the same number of polygons, and you cant animate normal mapped textures ) So this result in a robotic animation feeling due to non animated details using normal mapping technique.
2/ Even though developers get more detailed graphics using less polygons with normal mapping technique, there is still a problem of angle of vision and distance of vision. The quality of graphical detail is at its best in only a determined angle of view and distance, if for example you are too much near the normal mapping texture you will see pixels with no graphical 3D depth, the same if you view the texture from a 160 degree for example. This is a big problem if the normal mapping textures are over used to render not only tiny details but also big visible details which developers could easily render in polygons if they want (rendering cloths for example in Doom3 or Quake4 ).
Some examples :
Gears Of War :
Each character of gears of war is composed of only 10 000 polygons downgraded from 3 million + polygons using normal mapping technology.
This result in a current gen animations with next gen graphics.
Lair :
The main dragon of Lair is composed of 150 000 polygons downgraded from 5 millions + polygons using normal mapping technology. This wont result in a far better looking and detailed dragons than gears of war monsters, but this allow factor5 developers to create far better animations.
http://ps3media.ign.com/ps3/image/article/698/698558/lair-screen-20060327004958573.jpg
MGS4 :
Snake is composed of 120 000 + polygons, with little use of normal mapping. Snake is not better looking than gears of war characters, but is far better animated.
http://ps3media.ign.com/ps3/image/article/651/651322/metal-gear-solid-4-20050915072838293.jpg
Of course a lot more polygons wont result automatically in better animations, its for developers to animate those polygons.
I hope developers by the time will change their philosophy. But when we will see a change of philosophy ? (using normal mapping to add details which couldnt be added using polygons, not using normal mapping to decrease the polygons to a minimum) Maybe after MGS4 release ? Or maybe after the release of the first games using real time animations instead of prerendered pre-programmed animations by using endorphin technology for exemple...Only time will tell us.
N.B :
For those who want to see real time animations, look at those videos :
http://media.ps3.ign.com/articles/702/702423/vids_1.html
[Moderated : Images Size.]