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Diminishing Returns of real time 3D

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Originally posted by: videopho
By the way videopho... FS2004's weather sucks. I mean... it's one of the best weather systems out there... but it still sucks.
______________________________________________________________________

Can you elaborate your disgust?

The clouds are ok... but the rain and snow effects are horrible. They just don't look real. Thunderstorms are ok... but I dunno... something doesn't look right about the lightning... it's not convincing. I've never seen a tornado... but I can't imagine that being that great looking because I don't think the game engine has the power to create something realistic looking. FS2004 looks best flying at about 4000 feet and sitting about 10 feet from the monitor.

I'm also ignoring the texturing. I even have a mega scenery add-on that's supposed to add higher resolution ground textures and it still looks like crap to me. I can't wait to see what the next version of Flight Sim looks like. They've got the physics down pretty good now... the things left that need improvement are the traffic and graphics.
 
Jeff7181,
I admit the original game's special effect do s**ks but you may like it more by adding 3rd parties stuffs like I constantly have which make the game less dull to fly or play. There's lots of it either freebee on available for purchase on-line.
I hope we're not veering too far off topic from the OP.
 
The level of detail will go up of course. If you look at the UT screens posted, you'll notice while they look nice. On closer inspection you are in a reflective box. There is not dimension to the structures at all. Everything is two dimensional, and it's really painful to look at. Sure at the time it was nice, but today I like to see some detail.

When someone posts a nice screenshot of a new game, most screenshots look fine when facing objects head on. Then you'll notice a shot from someone parallel to a wall, and how flat everything looks. The textures give the illusion of 3-D, but again once you are up close the illusion is ruined. We need features like displacement mapping to bring more realistic and ultimately immersive environments.

Honestly until certain features become mainstream in hardware and software, we are really just tweaking. Things like softshadows, it took this long to get mildly accurate shadow effects. Rather than rendering the entire player model per light source. Graphics will always have room to grow. When you compare the birth of 3-D with the incremental steps taken now, it's really a disservice to all the work that has been done since the start. The primitive methods that got the job done really don't hold a candle to the level of sophistication in modern graphic systems. Think about the IQ that Anisotropic Filtering and Anti-Aliasing have brought us. I can go from 16-bit color to 32-bit color and not notice a huge IQ differential. Now, going from 0xAA and 0xAF to 4xAA and 8xAF is a gigantic step in IQ. There is no question there.
 
I agree that we have hit the diminishing marginal return on 3d games. I think its been that way for long time now. NOTHING will ever make me go WOW like the time I first fired up QuakeGL and saw 3d graphics on a rendition Verite. Duke3d on Kali was a funner game for me, but the look of QuakeGL made me quit it.

3d was like a drug and the first hit is ALWAYS the best. You build a tolerance and the buzz is never the same. A close second to me was Unreal on a Voodoo card. Holy ******! Was that good. Unreal SP map size is still unmatched, think The Sunspire.

3d engines now have 2 things going against them for jaded gamers like myself. Those 2 things are (1) weak AI and (2) requiring too much artwork.

The AI is no better than original 3d. Its pathetic when reaper bot for quake in 1996 has better AI than Quake4 AI in 2005. 9 years and NO real progress w/ AI. That?s even a decent amount of time when compared to Duke 4never development cycle. Today?s best is like scripted events plus reaper bot, think call of duty. It appears developers today are like screw AI, if they want a challenge they can play real peeps online. This suxs for peeps wo/ broadband. Multi is not the same, now we have aimbots, wall hacks and games that remove skill for spray and pray.

Artwork requirements must be going thru roof to impress jaded gamers. Long time ago I could deal w/ a few wall patterns, almost all same baddies and the same crate regardless of environment. Now I am like they keep using the same textures and I want every monster to look different. Like say even the cannon fodder one, why can?t it be fat, skinny, scarred, etc. HL2 though has amazed me w/ detailed textures, but I want more baddies (100+) and varied. Again Quake4 multi is supposed to be Q3 multi, then where are the models in the game. In Q3 I could be an eyeball, hot chic, some fat bastard etc.. In Q4 MP you can pick whatever model you want as long as its that one model marine 🙁 It ruins MP game as I can?t distinguish peeps.

I hope I am wrong and get that next QuakeGL or Unreal Voodoo hit 😀
 
I am impressed with the gains that graphics have undergone over the years. I feel that the focus on technological improvements to games has caused other, more important aspects of games to receive less attention. The most enduring games are those whose developers devoted resources to improve the gameplay rather than the graphics. Consider the continuous interest in retro gaming. The graphics in these games are rudimentary at best and yet they will continued to be played long after Doom 3 has bit the dust. Why is this?
 
Currently I am running 3-D polygonal models that consist of 60 Million triangles being displayed on 12 monitors using 12 GPUs in parallel. At SIGGRAPH, they have people who last year showed off algorithms handling 1 Billion polygons. (So much for me being a big-shot; they are 10X better than me. LOL.) Anything that can render more polygons faster is fine with me. 🙂 For games, we have a way to go with physics, lighting, AI, and of course, more polys. If you want to know where we are going, go to SIGGRAPH. That is the future, today.
 
Originally posted by: xtknight
Updated my first response. Where are the good skies? Weather? Is there any weather in games at all nowadays? Not the static bit you set when you want your map to rain, I'm talking real weather management here. Tornados? Not to mention, three dimensional stuff? Grass? There is still a LOT of work to do on shadows. Water effects? The list is endless! That should keep Carmack, Gabe, and Sweeney busy for a while.

We need better environments. Things that now took months just to make a small map, like Lost Coast, should be able to be created by a 3 year old in a couple days.

What I wonder is will the basic fundamentals of graphics change? Will there be no more textures, only 'surfaces' comprised of shaders automatically? Forget geometric faces? Also, how you can use the GPU to get the exact same output in a much faster way, that really interests me (I'll call it GPUology).

Personally I don't want graphics to be given to the CPU, even if I had the power. I'd rather that CPU be used for a process to which the CPU is more tailored than said graphics, like physics processing. The architecture of a GPU is worlds different than a CPU. It's a specialized processor that has many graphical-specific stages. Physics is just a bunch of calculaton. Even with 128 core CPUs, there is no way you are going to get a decent frame rate. Quake 3 runs 1 FPS when it uses my 2.2GHz A64. On 128 of them, maybe 128 FPS. But that's Quake 3. What happens with Quake 4? You'll still get probably 20 FPS. I do not want graphics handling to be the CPU's duty. It's not tailored for that purpose and 128 of them aren't even fast enough anyways. Imagine the difficulty of having 128 threads. Man, wouldn't that be a pain in the ass? They can barely handle 2 threads now, imagine 64 times that. I don't think there is any remote possibility that will ever, ever happen. Not to mention how would you upgrade your graphics? I like simply sliding in a new graphics card and enjoying faster graphics. And 128 cores in general? Yeah right. Intel can go make a nuclear reactor with 128 of their Prescotts, but that thing's not going in my PC. Anyway, not to veer off course...
/rant

We need more threads like this.

🙂 :beer:


Shenmue had real-time weather years ago. But then again Sega AM2 is on another level.
 
Originally posted by: lifeguard1999
Currently I am running 3-D polygonal models that consist of 60 Million triangles being displayed on 12 monitors using 12 GPUs in parallel. At SIGGRAPH, they have people who last year showed off algorithms handling 1 Billion polygons. (So much for me being a big-shot; they are 10X better than me. LOL.) Anything that can render more polygons faster is fine with me. 🙂 For games, we have a way to go with physics, lighting, AI, and of course, more polys. If you want to know where we are going, go to SIGGRAPH. That is the future, today.

60 million triangles? Bah... PS2 does 65 million polygons. I heard it from Sony...really. They wouldn't lie to us would they?
 
Originally posted by: sxr7171
Shenmue had real-time weather years ago. But then again Sega AM2 is on another level.

Games like Enemy Territory have rain too, but it's comprised of a static alpha texture coming down on your screen. AKA it sucks.
 
Originally posted by: videopho
Jeff7181,
I admit the original game's special effect do s**ks but you may like it more by adding 3rd parties stuffs like I constantly have which make the game less dull to fly or play. There's lots of it either freebee on available for purchase on-line.
I hope we're not veering too far off topic from the OP.

I sent you a private message to continue the discussion there, cause I'm interested to hear what add-ons you're using.
 
Originally posted by: xtknight
Originally posted by: sxr7171
Shenmue had real-time weather years ago. But then again Sega AM2 is on another level.

Games like Enemy Territory have rain too, but it's comprised of a static alpha texture coming down on your screen. AKA it sucks.

Shenmue wasn't just rain it changed according to the time of day and according to the seasons. The trees would shed leaves and people would pick up umbrellas in the rain. Evenings and sunsets were beautiful with people sweeping the sidewalks and then closing their stores at night. Sure the effects probably weren't up to what you can do today, but this game came out in 2000 and ran on a Dreamcast. The point is that hardware can enable a lot of things but only if the developer takes the time to use that hardware power to create that sense of realism. This was a game they spent 8 years and over $80 million on to be as realistic as possible. While today's graphics murder the graphics in Shenmue, nobody has yet created a more realistic feel to a game.
 
Cliffs for the OP? that thing was massive and I have the attention span of a 2 year old.

I can't wait for displacement mapping to be used. That should bring some great graphics to our compy screens 🙂
 
Perfecting the AA/AF algorithms. Wouldn't it look good to run at 2x2SS+4xRGMS AA? No 'shimmering'? Fast angle independent AA?

In broader terms these types of improvements won't net the kind of major leaps that I'm talking about. Moving from 4xS AA @2048x1536 to 16xS AA isn't going to make a major impact- it will look better without a doubt- but would your mother notice? Highly unlikely(maybe she would- but most people's wouldn't 😛 ).

Environmental effects: Better rain and snow.

This is a platform issue- weather effects have been done extremely well, they just haven't shown up on the PC quite yet. Tends to chew up a monsterous amount of fillrate, although it is very 'easy' fill(doesn't require even a TMU- let alone shaders).

Atmospherical effects: Better skies.

This is actually fairly simplistic to do now, although if you wanted to get really great skies you could start moving into 3D textures for clouds. Possible now, but not terribly viable with the memory requirements.

More realistic modeling: We need the environments to look more damaged and used/abused.

This is a physics limitation.

Projection: stained glass effects (like in Lost Coast)? Shadows on water? lol, they're just a blob now in BF2. I bet they can make water a LOT better.

To do those properly we need radiosity. We can see some decent approximations with significantly more shader power, but they won't be right until we are simulating light(instead of simply reproducing it, huge difference).

New techniques of rendering and especially shaders have made it a new ballgame - games can be made to look better and better with more shaders, but there is a threshold where it's more than modern GPU's can handle, and performance turns to crap.

Absolutely- and when looking at titles like UE3 which can run on a system comparable to what it takes to run FEAR you start to realize that FEAR's resources likely could have been spent much better then they were. This isn't to say is poorly coded at all, it may be absolutely brilliant in terms of implementation, but what they chose to implement at least was poor in terms of end visual impact.

Another possibility for handling physics, ligting and even perhaps some of the video load may actually be the CPU in the future. With the talk of 128 core CPU's by 2015 (which personally I can't see), the CPU's will be nonetheless much more capable to do parallel tasks in the future.

Dedicated hardware will still scale better. I'm not diagreeing with what you are saying, obviously when everyone has moved over to Cell's approach CPUs will be much better suited for handling physics loads, but general purpose always loses to dedicated hardware.

I personally would like to see detail texturing used once again.

They are quite inferior to shaders, and right now developers are focusing on those instead. Now you can easily make the argument that with today's level of shader hardware power there isn't enough there to make the effort they are pooring into them worthwhile- but they are trying to work towards the next big thing and shaders are it. When we do start to see some parts with real shader power then they will easily prove vastly superior to 'detailed textures'(an extra layer of noise applied on top of textures- very simplistic to do).

What I wonder is will the basic fundamentals of graphics change? Will there be no more textures, only 'surfaces' comprised of shaders automatically?

This is certainly where we are headed right now. It has huge advantages as you can have a lot of interesting interactions in the physical environment that aren't viable with texture maps. Of course, we need a lot more shader power to start to see exactly what this will bring and the transition is going to be quite slow.

After we're done perfecting the visuals, we need vendors to spend their R&D on making good GAMES.

This one is worthy of its own thread, so much to cover there 🙂

I disagree that lighting will play a major role in the future.

Radiosity is the holy grail of real time 3D- it is hard to explain but I used to work with 3D viz for several years and the difference between radiosity and no radiosity is staggering no matter what else you are doing.

Just look at what happens with current cards when you have a large amount of polygons on screen, they start dropping in frames really quick.

This is partly a problem with DirectX, partly a problem with PC's architecture.

I can go from 16-bit color to 32-bit color and not notice a huge IQ differential.

Do you recall the flack nVidia was rightly taking on their shader substitution that was causing visual problems in games like FarCry? They were running FP16(64bit color) instead of FP24(96bit color). I think you would be shocked how bad 16bit color would look in today's games.
 
I think lighting will make all the difference. We should be glad for Valve...honestly they have the best SDK tools by far and latest tech like HDR in their engine all the while having awesome performance. I'll try to recreate a real life scene in the map editor as good as I can (once they add HDR support) then show the difference between the lighting and just fullbright. If you can find the 'Doom 3 Can Do It Too' project video, it's f'ing amazing. You see day and night cycling in a large city-like environment.

Good AA/AF/lighting makes or breaks my sense of the realism of the game. That Cathedral in Lost Coast looked DAMN good. Sorry, I'm rambling on too much...
 
Originally posted by: sxr7171
Originally posted by: xtknight
Originally posted by: sxr7171
Shenmue had real-time weather years ago. But then again Sega AM2 is on another level.

Games like Enemy Territory have rain too, but it's comprised of a static alpha texture coming down on your screen. AKA it sucks.

Shenmue wasn't just rain it changed according to the time of day and according to the seasons. The trees would shed leaves and people would pick up umbrellas in the rain. Evenings and sunsets were beautiful with people sweeping the sidewalks and then closing their stores at night. Sure the effects probably weren't up to what you can do today, but this game came out in 2000 and ran on a Dreamcast. The point is that hardware can enable a lot of things but only if the developer takes the time to use that hardware power to create that sense of realism. This was a game they spent 8 years and over $80 million on to be as realistic as possible. While today's graphics murder the graphics in Shenmue, nobody has yet created a more realistic feel to a game.

We'll probably see an acceleration of the tiered structure that has already developed for middleware. For most devs it is too expensive to develop their own engine, so they license from Valve, Epic, etc. In turn these devs find it requires too much expertise to develop top notch physics, animations, foliage simulation, etc, so they license the havok physics engine, SpeedTree for the grass and plants, Bink for video playback, AI from BioGraphic and on and on..

In fact most of these tools are already part of the SDKs for Xbox360 and PS3.

Elder Scrolls IV for example is using Havok, SpeedTree, custom AI and weather, all plugged into the Gamebryo engine.

I am sure if there was some AAA weather middleware they would consider it.


 
klah brings up a good point. One of the reasons development takes so long and costs so much is that we're just now really seeing developers licensing technology for games rather then building it inhouse. Whether its a "not invented here" syndrome kind of thing, or they just feel the prebuild packages don't offer enough custimization I don't know. It might just be they feel that they aren't really "making" the game when they're just plugging in some one else's technology. We've been seeing licensing 3d engines for a long time, but it seems like developers have stayed away from physics, AI, and particularly art and models. I think they are realizing with budgets so high, and the increasing difficulty of making a title stable that its worth it to just license some proven technology.

Although there is the cost of having staff learn the external tools. But I don't thats a net loss either, since the staff shouldn't have to be developing the game and the games development tools in tandem for the most part, a situation thats sure to create lots of wasted work.

I can see the otherside too though, if everyone just tacks havok physics and so and so AI and whoever's generic art pack then all games will look, feel and play alike. And we're already complaining about an over abundance of clone cookie cutter titles.
 
I think graphics have progressed faster then anything else recently - that's not surprising as cpu power has barely increased in the last 3 years where as graphics power has gone through the roof. Most next gen games (e.g. unreal 3 engine) seem to be concentrating on flashier graphics for showing how they have changed. As long as gpu's keep increasing in power as fast as they are were likely to keep seeing nice graphical improvements.

What's really exciting right now is the multi-core cpu's and dedicated physics processors giving us in the next few years masses more grunt to do nice stuff like properly destructible environments which will improve game play much more then graphical tweaks.

After that I expect we'll start seeing dedicated ai processors using neural nets or something for much smarter ai. I expect we'll also start to see a re-emergence of virtual reality techniques (headsets and the like) but instead of in computer labs it'll be on your desktop.

All in all I don?t see any end to the advances at the moment.
 
Originally posted by: Beiruty
Very long reading... thanks for taking the time to author it.

In short, companies invest billions of dollars each year in GPUs and real time 3D graphics. The market is so huge and the demand is the true driver to innovate.

Just look back some 15 years ago, we were at the age of Win 3.0/3.1 and the birth of 2D GUI. In 15 years, we do not know where we would be. In 4 years time frame, just look at design Spec of XBOX (base PC of its time) and XBOX 360 (surpassing the PC by few generations). The Xenos GPU (R500) is as powerful or even more powerful than the R520, plus a 6-threads 3.2Ghz 3-core PPC CPU should be as fast as the fastest CPU available today, plus a 512 MB, plus all the Broadband connectivity and true HDTV support for just $300! That is a killer for the PC 3D gaming scene.

I am worried more about Moore's law. We are now at 65nm and soon the 45nm level. We may scale to a certain limit then we will hit the true wall where we cannot expect better performance at the same price! Any future, higher spec product will cost more and the demand for such product will wane. Now what to do?

There is no evidence that the Xenos is more powerful than r520

The 3core PowerPC CPU is significantly weaker than an Athlon 64 or P4

512mb total for video AND graphics limits anything like bullet marks and corpse stay
 
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