Well, what we’ve been trying to achieve in this particular go around is, well, realism, you can see it in games like Half-Life 2 where the walls, the environment, it all looks really good and you get a good sense of realism. But the next big hurdle is this fluid reality. The idea that characters in motion, lets say humans in motion, the joints look natural as they move along. That’s involves a lot of vertex processing, and with this unified shader we can put all these shaders towards vertex processing. Cloth, as it’s flying in the wind, like a flag for example, when it drops down on top of something, how that looks as it ripples.
Fur and feathers, the wind blows through them, grass, all that is where this idea of where fluid reality comes from. I’d say we’ve had static quality up until now, but now the fluid rhythm, the motion quality is this next realism that we’re really bringing.
Again, lots of power to devote to vertex processing, generating lots of pixels, to drive HD. HD is the platform of choice for this