790 said:E.g., 2.0 hardware can only just about pull off many of the HDR image-space techniques that have recently become a reality. This is the stuff that's going to be the "next big thing" after per-pixel lighting (heh, seems so dated now to me, despite no games using it yet!). Tone mapping, and post-processing effects such as a bloom filter to simulate glare/scattering can really let us go wild and simulate the optics of camera or even our eyes. Like, for example, when you emerge from a dark room into broad daylight, everything's going to look significantly overexposed while your pupils dialate, which can be simulated with tone-mapping techniques. And you automatically get flares on any illuminating objects that have high contrast with the surrounding environment, no hacking in billboards for cheesy effects any more. I'd love to be doing this stuff right now, but we'd need to delay the game a year or two before anyone could play it!
I'm not really fond of these kinds of bloom effects as they seem artificial and contrived to me. In real life when you leave a dark room and enter a brightly lighted area there's very little perceived bloom--mainly you squint, close your eyes and tend to look away from a bright light source until your eyes adjust--it's almost reflex--autonomic protection of the retina. Some of these effects speak more to the limits of camera and film technology compared with the eye than they are realistic, at least I think so.
What I'd like to see are vastly improved dynamic ranges of color which make full use of the FP pipeline--in essence let's throw away the 32-bit integer and move into FP rendering. As such with decent FSAA we should be able to get very close to photorealistic--not so much in the 3D models at the moment but in the general shading of a scene. This kind of color will do more to convince one of realism than all of the neat effects we can use. To me the object should be real life--not quirky effects that we see which are just limitations of the media employed (eg, exaggerated motion blur, etc.) I'm really looking forward to getting away from that "canned, 3D" look that is so prevalent in current software and moving toward lighting and tone and depth and contrast which fool the eye enough so that the temptation to reach inside the screen becomes powerful...
You might not agree, but the ATI "bear" demo for some reason strikes a chord with me. It's not the details of the bear--which could obviously use some work--but its the feeling I have every time I watch the bear's fur ripple and move that it's *real*... I really have a strong urge to reach out and pet the damn thing! We can do much better than the bear, of course, but that's the kind of suspension of disbelief we should be working towards. In that sense we can do more than cameras and film. Ultimately.