The irony of the whole "rendering engineers back in the day were the true heroes" line is that it's mostly the same people now that it was then. That's certainly not a great situation in the long run, but the reality is when I was a kid everyone wanted to be game developers and sometime between then and now people primarily want to go work for big internet/tech companies. The shift has become very obvious as I have interviewed and hired over the years; there are fewer people who are trained and/or interested in the systems-level programming work that game development and rendering specifically require. That said, we're not yet at a dire point as many of us still have at least a decade or two of work left in us, but this will increasingly become a problem at some point, assuming AI doesn't just take over the remainder of the work and we brute force it even more via that route
Thanks. Your words manage to reduce my worries. In times like the current information age, where we have no more intellectual leaders but instead get lost in our own noise, it's always good to hear what experienced and 'senior' level people think about it.
Regarding irony, i've just seen DLSS 3.5. And it made me think that progress on RT is fast paced currently, as it's a new technology for realtime. Just reflections towards full PT in a few years.
Maybe this is a Doom moment for the current younger generation? Maybe they are as excited about this as i was about seeing Doom for the first time, and following the fast paced progress of 3D gfx after it? Maybe we older and grumpy guys just don't notice that games (and their progress) are still exciting for the young?
This question bugs me for a long time. But i can't tell, since the people i know are old too.
However, Doom was not just better graphics. It was this new immersive 'be in the game yourself' experience which former games did not have. When i saw it, i was already out for years of playing and programming games on C64. But then i bought a PC and came back to it.
Now i don't think we can have such moment again, at least not with better gfx. Gfx is exhausted, and we're almost there.
But i hope we can continue to impress people by improving what those gfx show. Richer simulations, smart characters and their interactions, for example.
I doubt too many Universities are teaching advanced graphics programming from scratch type course.
The huge gap between theory of computer graphics and implementing cutting edge concepts in practice is a big one.
I don't know what they teach and learn. I only see research papers coming out of it. And even here in Austria, lacking any relevant game studios, technical universities show good output in researching new methods.
I am completely self thought, and i regret i've chosen art school over programming. Not because of the programming, which is easy, but because of my lacking math background. Now i'm busy till the end of life trying to catch up with this. Better education surely would have done wonders to me.
But univerities are late when it comes to passion and motivation. This builds up in child age for most, i guess.
And maybe that's much harder nowadays. When i was a kid, C64 and its handbook was enough. I could figure out how to make simple games without further books or software.
Nowadays people have internet and can look up everything. But to start developing, there are many hurdles. Which language? What do i need to compile and run? Should i use an engine instead? Which one? And will i ever learn how it really works at all, using just some premade engine?
That's a lot of fuzz. If i had a little kid, i'd propose Pico-8 if there is interest in games programming, not GameMaker or Unity.