london-boy said:
To stay on topic, animation and interactivity and high poly counts are all intertwined, Acer, you can't say "i prefer better animation/interactivity, cloth and hair simulations rather than higher poly counts" cause to achieve the former, you need the latter!!
To a degree, yes. I should have been more specific: I do not want to see 40K models that are totally uninteractive. We already have that. I could care less about the visuals as long as they are clean, crisp, and serve the game play well.
If I had to choose between a game with a 40k car that was static or a game with 5k car that, when it hits a wall, wheels fly off, glass shatters, engine block pops out, etc... and all of them are independ physics objects I would take the 5k model.
You do not need insanely high models to do everything. e.g. Losing arms and legs in shooters. No one has done this well (although supported in Havok 2). People still have poor animation systems for characters. When they run around and you shoot them half the time they continue the previous animation or their previous movements are totally canceled as if they had no momentum.
I would rather computation power be put into using physics dependant animation where joint, weight, momentum, center of gravity, etc... all come into play.
Football games are a great example of this. I predict we will see FB games where we have HUGELY detailed models with the same CRAPPY animation system. Woot.... NOT! I would rather see the same models, but the extra processing power put toward a real animation system. For this type of game higher poly models is only eye candy, they serve no actual gameplay purpose. If that power is stuck into the animation system and physics we would end up with a game much more fluid and dynamic--even if lower poly models. Sure, the high poly models will look good in still shots, but the second you compare how they move you would see the high poly models would not be half as fun.
Now the good news is that I think a) the screen shot is not a testament to how next gen games will look and b) there will be enough power all around to do better graphics and better animation/physics. I do not think they will have to choose "Ok, should we use the power for animation or high poly models". At least not in most cases.
Unfortunately we will get your rounded knees long before we get better animation and a lot of physics simply because pretty graphics with high poly models will be easier.
Ps- I know what you are saying and I do agree to an extent. YES, we need higher poly models to do certain things (hair, clothes, etc..) but for a lot of basic things like I mention above you do not need high poly models. And as much as I want to see real "cloth" in games, that again is EYE CANDY. It rarely affects how the game is played. Losing arms, better animation systems based on physics, and cars that lose doors and exploded into pieces on the race track can serve valuable gameplay purposes (or eye candy). I think we both want the same thing: balanced games that look great and play better. But I think we will get "looks great" long before "plays better".