After two rather ugly threads on this topic, it's time to try afresh. There's a fair amount of the use of the phrase 'like CGI' when talking about some games, which is an ill-defined phrase that seems to cause plenty of controversy when people find themselves using the term to express their perception of a game, and it'd help conversation if we can come to a 'definition', at least by comparison if not by a technical definition.
Starting with a definition of 'CGI' as a non-realtime computer-generated animation for the purpose of passive viewing, categorised by an 'unlimited' rendering budget* allowing 'perfect' lighting, geometry, animation, etc., the approach of this thread is to recognise the progress of game visuals towards 'CGI' by giving examples and personal interpretation of what it is about the game visuals that makes it appear like a CGI to those to whom it does so. The format is to post some material from your game and discuss what you think makes it stand apart from looking like a computer game. Obvious aspects to consider are :
Lighting, shading, geometry detail, IQ, optical camera simulation (motion blur and DOF through to post effects), stylised rendering, animation, camera angles.
It'd also be valuable to include near-misses and games where the 'CGI-like' moniker doesn't work due to a clearly definable quality, such as jaggies/shimmer.
The game doesn't need to look like CGI 100% of the time. There might only be some moments. It'd be good to consider what sets those moments apart when they happen.
* CGI of course comes with a budget and there's many different qualities from students up to Weta et al. For the purposes of games, I think it enough to set the bar as it not being obvious to you whether you're looking at realtime graphics or not.
Starting with a definition of 'CGI' as a non-realtime computer-generated animation for the purpose of passive viewing, categorised by an 'unlimited' rendering budget* allowing 'perfect' lighting, geometry, animation, etc., the approach of this thread is to recognise the progress of game visuals towards 'CGI' by giving examples and personal interpretation of what it is about the game visuals that makes it appear like a CGI to those to whom it does so. The format is to post some material from your game and discuss what you think makes it stand apart from looking like a computer game. Obvious aspects to consider are :
Lighting, shading, geometry detail, IQ, optical camera simulation (motion blur and DOF through to post effects), stylised rendering, animation, camera angles.
It'd also be valuable to include near-misses and games where the 'CGI-like' moniker doesn't work due to a clearly definable quality, such as jaggies/shimmer.
The game doesn't need to look like CGI 100% of the time. There might only be some moments. It'd be good to consider what sets those moments apart when they happen.
* CGI of course comes with a budget and there's many different qualities from students up to Weta et al. For the purposes of games, I think it enough to set the bar as it not being obvious to you whether you're looking at realtime graphics or not.
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