Or at least, as long as we don't have the resources to render them with a lot more detail than they have pixels.
The higher the resolution, the flatter and smoother CGI looks. Less lifelike. More plastic. Better shaders don't change that.
Probably the best solution would be, to use extremely high polygon counts (or even better: you know), very many super high resolution textures and unified lighting, that also takes care of shadows by directly lighting surfaces that only have a "recommended" color (when they would be lighted with half the maximum value) to start with. All done at a higher resolution than the end result.
Some jitter while downscaling often improves the visual experience. Gamma correction and other post-processing effects (like HDR lighting, if done well) help nicely.
And, while MSAA is an interesting concept and nicely takes care of borders, it does squat for surfaces. SSAA is much better in that respect. But none are a substitute for more polygons and more and much higher resolution textures. Although SSAA is definitely a general improvement, if your polygon count and texture sizes are up to par.
Give me more of the above over high resolutions and framerates any day.
Yes, I know there have recently been many threads about these subjects. I simply felt like doing a nice, personal summary.
The higher the resolution, the flatter and smoother CGI looks. Less lifelike. More plastic. Better shaders don't change that.
Probably the best solution would be, to use extremely high polygon counts (or even better: you know), very many super high resolution textures and unified lighting, that also takes care of shadows by directly lighting surfaces that only have a "recommended" color (when they would be lighted with half the maximum value) to start with. All done at a higher resolution than the end result.
Some jitter while downscaling often improves the visual experience. Gamma correction and other post-processing effects (like HDR lighting, if done well) help nicely.
And, while MSAA is an interesting concept and nicely takes care of borders, it does squat for surfaces. SSAA is much better in that respect. But none are a substitute for more polygons and more and much higher resolution textures. Although SSAA is definitely a general improvement, if your polygon count and texture sizes are up to par.
Give me more of the above over high resolutions and framerates any day.
Yes, I know there have recently been many threads about these subjects. I simply felt like doing a nice, personal summary.