I'm somewhat of a "realismopheliac". I like to play a good game like Half Life 2 or Battlefield 2 and forget that I'm just clicking away at a machine. I haven't heard much discussion about this in particular, though I know that most gamers crave more and more realistic game animation. I'd like to hear what you would tell the developers if they asked you what to improve.
My thoughts:
Personally, I'm a resolution guy. I find that one of the biggest reminders that I'm staring at a screen is the jaggies from faulty anti-aliasing, or simply low resolution. This is one thing you cannot find in real life! Consequently, I run at 12x10 and anxiously wait the future of LCD technology and the gradual increase in resolution supported by video processors.
There are several aspects of games that I think make up the majority of the performance/quality issue (of course if I forgot something, let me know):
LIGHTING
Recent games seem to have mastered this (BF2, Doom3) to a degree beyond the other aspects of those games.
GEOMETRY
Normal mapping improves the end result, but is only a mask for this largely CPU related limitation. The number of polys must increase before edges and curves will look smooth.
TEXTURE
This is one of my peeves. Ever see a realistic looking brick wall or rock face, and running over close to it and notice that it's just a bunch of fuzzy colors? While finer texturing is always a good thing, I think there is a petition-worthy opportunity to add "distance texturing" to the world of Trilinear/Anisotropic filtering. What I mean by this is a real time texture change from near to far. This means that when you approach a wall, the texture actually improves, and you can inspect it very closely and it still looks real, perhaps to the point where, for instance, you can see a fly that is landed on the wall; and it's not blurry. At the same time, shifting your view to a larger distance displays lower quality textures, but which still look real from where you are. This is somewhat related to the Bilinear/Trilinear issue, with different texture quality at distances. Possibly I'm only asking for an extension of that process to include extremely small distances.
COLOR SHADING
I'm sure everyone has their opinion on fog, and smoke, though most games have rendered these extremely effectively, within the limitations of resolution.
And a multitude of features that can't always be seen in a screeny, but add tremendously to the realism and immersion of gameplay:
PHYSICS -
SPECIAL EFFECTS -
SOUND EFFECTS -
Another peeve. Especially as it applies to gunshots in FPS. Far too many games simply have cheesy weapons sounds. I mean, how many different sounds does a real M16 make? I fire an M4 regularly, and it's an adrenaline rush. Battlefield Vietnam's carbine (m4) felt like an airsoft in comparison the sounds from Far Cry and Battlefield 2. Personally, I think the best weapons sound track to date was in Soldier of Fortune 2. Not quite as realistic as BF2, but gave that awesome feeling when blasting away with a shotty or chugging away with an M60. The BF2 sounds are pretty accurate considering you would need a 10000 watt speaker system to fully enjoy the violence of the explosions and gunfire, but the lame clicking sound of a battlefield 1942 or Doom 3 machine gun just leaves you feeling insignificant and helpless!
MUSIC -
VOICE ACTING
Did someone say Far Cry?
Actually I love the game, but the speech and corny plot/storyline really detract from its lush realism.
I'll think of more sometime...
My thoughts:
Personally, I'm a resolution guy. I find that one of the biggest reminders that I'm staring at a screen is the jaggies from faulty anti-aliasing, or simply low resolution. This is one thing you cannot find in real life! Consequently, I run at 12x10 and anxiously wait the future of LCD technology and the gradual increase in resolution supported by video processors.
There are several aspects of games that I think make up the majority of the performance/quality issue (of course if I forgot something, let me know):
LIGHTING
Recent games seem to have mastered this (BF2, Doom3) to a degree beyond the other aspects of those games.
GEOMETRY
Normal mapping improves the end result, but is only a mask for this largely CPU related limitation. The number of polys must increase before edges and curves will look smooth.
TEXTURE
This is one of my peeves. Ever see a realistic looking brick wall or rock face, and running over close to it and notice that it's just a bunch of fuzzy colors? While finer texturing is always a good thing, I think there is a petition-worthy opportunity to add "distance texturing" to the world of Trilinear/Anisotropic filtering. What I mean by this is a real time texture change from near to far. This means that when you approach a wall, the texture actually improves, and you can inspect it very closely and it still looks real, perhaps to the point where, for instance, you can see a fly that is landed on the wall; and it's not blurry. At the same time, shifting your view to a larger distance displays lower quality textures, but which still look real from where you are. This is somewhat related to the Bilinear/Trilinear issue, with different texture quality at distances. Possibly I'm only asking for an extension of that process to include extremely small distances.
COLOR SHADING
I'm sure everyone has their opinion on fog, and smoke, though most games have rendered these extremely effectively, within the limitations of resolution.
And a multitude of features that can't always be seen in a screeny, but add tremendously to the realism and immersion of gameplay:
PHYSICS -
SPECIAL EFFECTS -
SOUND EFFECTS -
Another peeve. Especially as it applies to gunshots in FPS. Far too many games simply have cheesy weapons sounds. I mean, how many different sounds does a real M16 make? I fire an M4 regularly, and it's an adrenaline rush. Battlefield Vietnam's carbine (m4) felt like an airsoft in comparison the sounds from Far Cry and Battlefield 2. Personally, I think the best weapons sound track to date was in Soldier of Fortune 2. Not quite as realistic as BF2, but gave that awesome feeling when blasting away with a shotty or chugging away with an M60. The BF2 sounds are pretty accurate considering you would need a 10000 watt speaker system to fully enjoy the violence of the explosions and gunfire, but the lame clicking sound of a battlefield 1942 or Doom 3 machine gun just leaves you feeling insignificant and helpless!
MUSIC -
VOICE ACTING
Did someone say Far Cry?
Actually I love the game, but the speech and corny plot/storyline really detract from its lush realism.
I'll think of more sometime...
