So video game consoles are 16 years behind offline rendering ?
You actually think it will catch up to off line rendering at some point? You do know that offline rendering continues to get access to faster and faster performance
just look at what 16 years did for Incredibles
Did I say it will catch up to offline rendering? This is a moving target. And they won't be 16 years behind offline rendering. Games are more 5/10 years late in shading. Since last generation on PS4 and Xbox One shading is better than many movie older than 10 years ago. I think at the end of the generation, we will be not far from assets quality of offline rendering out of probably vegetation or other special case. We will improve a lot the LOD problem but probably not be able to hide it everywhere. After everything else is in my other post.
The first goal is not to catch offline rendering but produce something so good it will be impossible to know this is not offline rendering no matters if there is 10 or 15 years or more of quality between offline rendering and realtime rendering. I hope one day realtime rendering will reach it.
And this is what I say when we are far from offline rendering for example asset quality(geometry, texture details) peaked before raytracing arrival on offline rendering. I don't expect realtime rendering to reach offline rendering lighting quality or physics effect and so on. But having when needed 1 polygon per pixel or even subpixel details like in hair, this is great and maybe we aren't far the day where we will not see any visible polygon. Same with texture quality 1 texel per pixel. I expect big improvement in anti aliasing but maybe it will be solved on next generation console with PS6 and Xbox Series X, same for motion blur or depth of field.
http://lousodrome.net/blog/light/20...ased-rendering-references-at-the-end-of-2019/
Some few movies before 2010 were using PBR but it was not the standard in the offline rendering industry.
I am not sure why adoption also happened at the same in the film industry (instead of much earlier), despite having different constraints than real-time. Films made before 2010 were mostly ad hoc, until a wave converted nearly the entire industry to unbiased path tracing.
I gathered a first PBR reading list back in 2011, but since then, the community has collectively made strides of progress. I also have a better understanding of the topic myself. So I think it is time to revisit it with a new, updated (and unfortunately, longer) reading list.
Last edited: