- Oct 2, 2003
- 3,692
- 1
- 76
It feels like graphics capability has stagnated for a while now. Game AI has barely seen any improvement for any game in the last 15 years as well. It's like they pour every penny into voice acting and polygon count but without a whole lot of benefit.
Some new technology whether it be software or hardware needs to come along sometime, but when? There has been mention of future computers using light instead of electrical pulses, has anything become of this? Is there a way to get away from using polygons in game engines in the future and replace with something else? There was a tech demo like 6 years ago demonstrating using particles instead of polygons but nothing ever became of it.
With the possibility that Valve could be doing something to steer away from Windows 8 this got me thinking of what else could be changed.
Also, considering how shadows work in games, they have always been awful, in visual quality and performance-hit on hardware when used. It's always the same thing, a glitchy shadow on character face here, a jagged shadow off the wall there... Can the way that game engines are designed be approached differently to allow for more flexible shadows without the performance hit? How about a "Shadow Processing Unit"(SPU?), a piece of hardware to plug into a pci-e slot? Give devs an API to use it. Thinking in this way, could we break down the function of the graphic card into smaller modular units, here's a shader card, here's a gpu ram card, here's a texture processing card etc...
I hardly know what I'm talking about here, I guess I'm bored with todays technology and want something different.
Some new technology whether it be software or hardware needs to come along sometime, but when? There has been mention of future computers using light instead of electrical pulses, has anything become of this? Is there a way to get away from using polygons in game engines in the future and replace with something else? There was a tech demo like 6 years ago demonstrating using particles instead of polygons but nothing ever became of it.
With the possibility that Valve could be doing something to steer away from Windows 8 this got me thinking of what else could be changed.
Also, considering how shadows work in games, they have always been awful, in visual quality and performance-hit on hardware when used. It's always the same thing, a glitchy shadow on character face here, a jagged shadow off the wall there... Can the way that game engines are designed be approached differently to allow for more flexible shadows without the performance hit? How about a "Shadow Processing Unit"(SPU?), a piece of hardware to plug into a pci-e slot? Give devs an API to use it. Thinking in this way, could we break down the function of the graphic card into smaller modular units, here's a shader card, here's a gpu ram card, here's a texture processing card etc...
I hardly know what I'm talking about here, I guess I'm bored with todays technology and want something different.
