- Oct 23, 2002
- 6,294
- 171
- 106
VR is the limit pusher at this time.
Which is lame cause it's low resolution and most games that are being made specifically for it aren't pushing the graphics to new levels.
I doubt you will anytime soon. Crysis was released in 2007 as a PC exclusive during the tail end of the "PC gaming = PC first" Golden Age. These days, they won't even make an AAA game that isn't cross platform given 80-90% of sales are console (and 90% of the 10-20% PC sales are typical mid-range hardware). As others have mentioned, everything rests on being designed to weak-sauce consoles, and the main thing that PC's scale up beyond that is resolution.I do wish we'd see a Crysis like WOW factor -- something to crush 1080/ti's atm that isn't 3 monitors plus 200hz.
To your point though -- consoles are still what are holding most advances up. VR is a completely different subject really. It's limitations are simply due to having to double it up.
...
The immersion in a low poly/cartoony game of Rec Room blows away anything non VR that's come out no matter how pretty it is and the highest capable cards still struggle for the more graphically intense things. Blame the graphics cards people and all the people buying them just to mine crypto for the stagnation. The rest is basically being put on console and ported to PC which is nothing new.
I am so glad I don't get hung up on graphics. It allows me to enjoy things and worry more about the gameplay etc - which many companies really fail at. I don't care if I'm on ultra for everything. As long as I can make out what it is supposed to be, I can go back and forth from new state of the art games to pixel/retro games etc without a worry.
^ I think the issue may be partly the absurd modern game design trend of stuffing a dozen over-exaggerated blur filters (Depth of Field, Motion Blur, Radial Blur, Vignetting), etc, which seemed to start up around 2012-2013. When this then gets adopted industry-wide, then people get habituated into accepting blurry games and try and pretend it's somehow normal for your world-saving in-game super-hero's vision to be worse than my 91yr old grandmother's pre-cataract-surgery, even though effects like "wall of blur" Depth Of Field at stuff you're directly looking at or Chromatic Abhorration aren't even remotely realistic (nor make any logical sense in rendered games that aren't captured through any optical lens). Then after playing a dozen of those, along comes a new game without all the fake post-processing blur "enhancements", and gamers often react with a "Wow, this looks so clear and natural".Whats funny is that the reason I made this thread is after seeing a trailer on reddit of -- Kingdom Hearts Toy Story -- on PS4 of all games. The neighborhood scenes look so clean/realistic even in cartoon/CGI form. Maybe its the lighting, style or perspective but it looks awesome to me.
https://www.youtube.com/watch?v=_Ix4muaZj1s
The question was about graphics specifically. As in getting closer to photorealism. VR isn't doing that as I said. Your feeling of immersion or whatnot has no bearing on the discussion.
^ I think the issue may be partly the absurd modern game design trend of stuffing a dozen over-exaggerated blur filters (Depth of Field, Motion Blur, Radial Blur, Vignetting), etc, which seemed to start up around 2012-2013. When this then gets adopted industry-wide, then people get habituated into accepting blurry games and try and pretend it's somehow normal for your world-saving in-game super-hero's vision to be worse than my 91yr old grandmother's pre-cataract-surgery, even though effects like "wall of blur" Depth Of Field at stuff you're directly looking at or Chromatic Abhorration aren't even remotely realistic (nor make any logical sense in rendered games that aren't captured through any optical lens). Then after playing a dozen of those, along comes a new game without all the fake post-processing blur "enhancements", and gamers often react with a "Wow, this looks so clear and natural".
I regularly replay a lot of older games and constantly notice exactly the same effect switching back and forth from pre-2012 games which aren't stuffed full of blur shaders and they somehow look much "cleaner" and more natural for it, even though texture resolutions are lower. It feels like you're actually "allowed" to look around your screen without having Vaseline smeared over every area except the very centre for absolutely no reason whatsoever.
It might be worth trying disabling DoF, etc, in other games then testing them for 20mins. If they feel cleaner / more realistic (especially outdoors), there's your answer. It took me a while to figure out half the stuff in Ultra presets is entirely subjective as to whether they make a game look better / cooler or simply worse / irritatingly stupid.
Fair enough - my point about VR was simply that it is pushing the need for cards that can do more which in turn also allows better graphics and fps. I see it as an advantage in a world where things have stagnated.
VR is the limit pusher at this time.