| ▲ | markus_zhang 2 days ago |
| One big issue I never understood is why do we need photorealism in games at all. They seem to benefit card manufacturers and graphic programmers, but other than that I feel it has nothing to do — and in fact may have negative impact on game quality. |
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| ▲ | tmtvl a day ago | parent | next [-] |
| Photorealism is a bad idea if your movement engine isn't good enough to handle the character walking around on uneven terrain. For racing games or flight simulators or such it is less of a problem, but seeing a regular person being absolutely flummoxed by a knee-high wall is massively immersion breaking. It's something I really noticed when playing Disaster Report 4, where the people look amazingly realistic but some restrictions are clearly just 'developers didn't make this bit walkable'. |
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| ▲ | Swizec a day ago | parent | next [-] | | > For racing games or flight simulators or such it is less of a problem, Cars are also easier to make photorealistic. Less uncanny valley effect, lots of flat shiny surfaces. What absolutely breaks immersion for me in most AAA car games is the absolute lack of crash, scratch, and dirt mechanics. Cars racing around the track for 2 hours don’t look like showroom pieces! Make ‘em dirty darn it. And when I crash into a wall … I’m really excited to try Wreckfest 2 when I get around to it. Arcade-ish driving, not super photorealistic, they put it all on realistic soft body collision physics instead. | | |
| ▲ | tmtvl a day ago | parent | next [-] | | I seem to recall hearing that car manufacturers only allow their vehicles to be licensed for use in games if they won't really get visually damaged. Kinda funny to see cars just bounce off each other in Gran Turismo. But rally games tend to be better at that (I may have lost a door or two (or a few dozen, but who's counting) in WRC). | |
| ▲ | ahartmetz a day ago | parent | prev | next [-] | | You might like BeamNG.drive. It has soft-body physics simulation (also for driving dynamics, so it's not arcadey) and decent graphics. It's more like a sandbox with half-done "actual game" mods AFAIU, but happens to be quite popular and very highly rated anyway. I'm on the fence about buying it myself. | |
| ▲ | anthk a day ago | parent | prev | next [-] | | Collin Mc Rae Rally 2 and 2005 did it fine for its era. What CMR2 did was incredible, the damages were very real. | |
| ▲ | ToucanLoucan a day ago | parent | prev [-] | | I had a great time recently on my first trip to a racetrack, and the most surprising thing to me was how all the cars were utterly beat to shit. Not like in a bad way, but in like... a sports gear way? They were all working (well, mostly, one guy had a real bad time on his second lap and I'm pretty sure his engine was DONE) but the panels were quite battered, and a number had full on body damage I'm assuming from track contact. And granted this was an amateur race day, just weekenders having a good time, but it makes sense when you think about it: if the body panels aren't like falling off and are just a bit beat up... why replace them? Especially on some of these cars (late model Corvettes and Mustangs) they don't come cheap at all, and they'll require refinishing and you have to do your livery over again too. Like a hockey player doesn't buy a new helmet every time they get hit, they/the team would be broke before the season was out. |
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| ▲ | markus_zhang a day ago | parent | prev | next [-] | | I think it's like porn. Not sure about you guys, but for me soft-core always looks better than HD hardcore. Soft-core encourages imagination and conveniently covers any body part that is a bit far from perfect. And that's why I always think ladies who wear just enough clothes are way more sexy than nude ladies. Hopefully this doesn't offend anyone. | | |
| ▲ | tmtvl a day ago | parent [-] | | I get it, I prefer seeing two bears be tender and affectionate rather than just 'bend over and spell run'. |
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| ▲ | glitchc a day ago | parent | prev [-] | | This is true in Wukong too, which is otherwise a very good-looking game. There are various points where rocks and scaffolds look just as climbable as those in the game area, yet the game engine places an invisible wall in your way. It breaks immersion instantly. | | |
| ▲ | Tyr42 a day ago | parent [-] | | I think it's more that they didn't have the display language to mark those inaccessible parts of the world as "boring", and prevent the player from wanting the walk into that invisible wall in the first place. Or placing the invisible wall 1m infront of a real wall for NO REASON. While also expecting you to go around searching for hidden goodies nd secret paths. I swear, the invisible walls are the only thing pushing it to a 9/10 from a 10/10 for me. |
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| ▲ | glimshe a day ago | parent | prev | next [-] |
| We don't need photorealism in games, but it does help with immersion. Many people, like me, feel like they are inside the game world, rather than playing a game with a TV/monitor in front of them. Photorealism is essential for this feeling - at least for me . The most amazing gaming experience I've ever had was walking around the city at night in Cyberpunk 2077. For the first time in my life, I felt I was actually in the future. Zelda can't pull that off with me, despite being a great game from other perspectives. |
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| ▲ | treyd a day ago | parent | next [-] | | I find this an interesting argument. I wonder if it's a generational thing. If we define immersion as "your vision focuses on what's inside the screen and you ignore the world around the screen, and you mostly ignore that your control of the player character is through a keyboard and mouse", then I've experienced immersion with every first person game ever, including Minecraft. I never considered that some people might need photorealism for that at all. There was another commenter that mentioned being unable to walk over a short wall due to character controller limitations as being immersion-breaking. I agree this is annoying but the qualia of it is more like a physical confusion rather than being something that actually breaks my experience of the game. I'm also thinking this might be related to why I find VR to be, while very cool, not some revolutionary new technology that will fundamentally change the world. | | |
| ▲ | theshackleford a day ago | parent [-] | | > VR to be, while very cool, not some revolutionary new technology VR despite its limitations is the one thing I’ve ever achieved “presence” in, as in feeling if for a brief moment, I was actually there. Elite dangerous, OLED Unit, HOTAS. For a brief moment in time my brain believed it was in the cockpit of a spaceship. | | |
| ▲ | andybak a day ago | parent [-] | | I had a similar experience in a a game meant to simulate regular city car driving. Most releveant to this comment thread however was the fact that the graphics were very crude and not in a good way. I absolutely dispute the claim that realism equals (immersion/presence - I'm not getting involved in the debate about the distinction between the two) |
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| ▲ | markus_zhang a day ago | parent | prev | next [-] | | I’d argue that immersion has little to do with graphics, even for FPS. Actually I had more immersion in some text adventure games than in some AAA games — and not out of nostalgia because I never played the said text adventure games before. I’d agree that certain degree of graphics helps with immersion, but photorealistic graphics only offers cheap immersion which turns off the immersion centre in the brain — Ok this is just my babble so 100% guess. | | |
| ▲ | TurkTurkleton a day ago | parent | next [-] | | Agreed. Immersion in a game world, at least for me, is less about how accurately it visually reflects reality and more about how detailed the overall world feels -- whether the designers have crafted worlds that feel like they live and breathe without you, that you could imagine inhabiting as someone other than the protagonist. For instance, I can imagine what it would be like to live in Cyberpunk 2077's Night City, whether I was a merc like V or just one of the nobodies trying to get by that you pass on the street; I can imagine living in Dishonored's Dunwall (or the sequel's Karnaca) in the chaos and uncertainty of their plagues; I can put myself in the shoes of one of the faceless, downtrodden members of the proletariat of Coalition-occupied Revachol in Disco Elysium; a lot of AAA games, on the other hand, feel like theme park rides--well-crafted experiences that are enjoyable but don't stick with you and discourage you from thinking too deeply about them because they don't withstand much scrutiny. But Cyberpunk 2077 is evidence that they don't have to be that way, and Dishonored and Disco Elysium are equally evidence that you don't need a half-billion-dollar budget and photorealistic graphics to create immersive worlds. (edited to clarify that I'm not laboring under the misapprehension that Cyberpunk 2077 isn't a AAA game) | |
| ▲ | dahart a day ago | parent | prev [-] | | I recall a paper from GDC many years back that studied the perception of immersion and they measured and ranked maybe a dozen different factors. Graphics and visuals were surprisingly low on the list. The number one thing was the player’s sense of identity and clear understanding of their goals. Players tended to correlate realism with high immersion too. | | |
| ▲ | teamonkey a day ago | parent [-] | | Oh that sounds really interesting, I’d like to track it down. Was it this one? https://www.gdcvault.com/play/1015464/Attention-Not-Immersio... | | |
| ▲ | dahart a day ago | parent [-] | | That’s definitely in the same realm, but not the one I was thinking of. I believe I’m thinking of something maybe 10 years earlier, it had multiple authors, at least one woman, and some of the authors were psychology researchers who were into games. I’d wouldn’t be surprised if this is a theme and avenue of research that has come up many years at GDC. |
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| ▲ | genewitch a day ago | parent | prev | next [-] | | I bought cyberpunk when it released, i may have even pre-ordered, i don't remember. I played about 20 minutes after the title drop, you know the one. It was buggy, and didn't really look that good to me, on my samsung 4k monitor. I then played it again, on the same monitor, last year, and i was pleased with the gameplay, but again, i didn't find anything that remarkable about the overall graphics. the fidelity was great, especially at distance, due to 4k. I'm 50 hours deep in literally as i type this (about to launch the game), and this time, this time it is completely different. I have an LG 2k HDR screen with "Smart HDR" and i finally - finally - get it. Your eyes have to adjust just like in real life, to go from dark indoors to bright outdoors. you can see tail-lights and headlights in the mountains of NPCs driving around. lasers sweeping you are menacing. Even fallout 4, which is the first game i played in 4k 10 years ago, looks easily 10 times better in HDR. And i only have the "vanilla+" mod set, 5GB of mods, not the 105GB modset. I coined the phrase 4 or 5 years ago, that HDR stood for: Hot Damn, Reds! and really, reds are still my least favorite part, they burn to deeply, but from watching several movies on an HDR 4k TV and being real unimpressed, to just these two games, my entire viewpoint has drastically changed. I didn't know you could put arbitrary people into photo mode in CP2077, and also pose them and move them around, so i was just entering photo mode as best i could and lighting and fiddling with the curves; however, these all took over 4 seconds to "render" to the final image, which i found interesting: https://imgur.com/a/DTesuhF | |
| ▲ | ehnto a day ago | parent | prev | next [-] | | You're not alone, Cyberpunk's blend of near-future with realism whilst maintaining a clear art style that is not total realism is very immersive. I have spent countless hours wandering around Night City, not even playing the main gameplay. | | |
| ▲ | XorNot a day ago | parent [-] | | CP2077 was the game I drove most carefully in when not on a mission, just coz it felt right that V wouldn't be hooning around his home turf. The immersion was incredible. |
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| ▲ | ascagnel_ a day ago | parent | prev | next [-] | | There's something about the image quality of Cyberpunk that looks off to me, and I can't quite put my finger on it. Maybe the hair rendering? Shadowing? It's clearly going for photo realism, but it somehow looks worse to me than older, lower-fidelity games. | | |
| ▲ | genewitch a day ago | parent [-] | | DLSS really messes with the realism, however for actual gameplay it's less annoying to me than i thought it would be from such games as diablo IV and others in that cohort. If you want maximum quality, don't let an AI draw what the developers (artists) intended, just draw what the developers intended. i replied to a sibling comment with 4 photo mode screenshots, and you can see that there's a lot of variation in environment lighting, and all of the ambient light is pre-arranged by the design team and developers. In CP2077 a lot of quests are "go to <location> at dusk/dawn/night/noon, or between x&y time, because they want the scene to be cinematic, and it shows. Harsh fluorescent lighting on scenes with a doctor, muted, hazy interactions with a shady character or a scene with emotional turmoil, long shadows and lots of reds at the end of a story arc. It really feels like they put so much work into how everything looks in the primary and secondary stories. i can agree though that just "jobbing" it looks more like a run-of-the-mill shooter, though. |
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| ▲ | Nicook a day ago | parent | prev | next [-] | | Out of curiosity do you not get immersed in books? | | |
| ▲ | glimshe a day ago | parent | next [-] | | I do, but not like cyberpunk. I like to both read and watch movies, but I feel a lot more immersed with images than I do with words. It's not a binary rating (immersed vs not immersed), it's a gradient that makes things resonate more strongly with photorealism. This is one reason, I believe, why some people can't stand animated cartoons. I like them but I know many people who won't even consider watching animation. | |
| ▲ | dostick a day ago | parent | prev [-] | | You can get immersed in anything. With games or VR realism, it’s like extra depth of immersion when your brain switch to think in same way as you think in real world rather than adapting to physics or terrain of fake world. |
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| ▲ | andybak a day ago | parent | prev [-] | | > We don't need photorealism in games, but it does help with immersion. This is a blanket statement I would disagree with. > Many people, like me, feel like they are inside the game world, rather than playing a game with a TV/monitor in front of them I can't disagree with a statement about personal preference. So which is it? |
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| ▲ | rendaw 2 days ago | parent | prev | next [-] |
| I think, like polygon count, resolution, FPS, etc, realism is very easy to objectively assess and compare even with no artistic background, which makes it a target both for gamers (who want to explain why they like a game, or debate which game is better) and studios who want something they can point to. IMO it leads to really stilted experiences, like where now you have some photo realistic person with their foot hovering slightly in space, or all that but you still see leaves clipping through eachother, or the unanny valley of a super realistic human whose eyes have a robotic lock on your face, etc. Physical interaction with game worlds (wasd and a single pivot, or maybe a joystick and a couple buttons) hasn't increased in depth in 20 years which only emphasizes the disjointedness. |
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| ▲ | ehnto a day ago | parent [-] | | I totally agree with your last paragraph except to add: there has actually been some great advances in interaction, but people vote with their playtime, and I think the reality is that the "median gamer" is totally content with WASD + mouse/the typical controller thumbstick movement. In the same way that so many are content that many game mechanics boil down to combat and health bars. I am personally not content with that and I explore all I can, and am trying to make games that skirt the trends a little bit. But that stark contrast between visual fidelity but a lack of interactivity has been a pet peeve of mine for a while. You can even do so much more with just mouse and keyboard interactions, but I think it's overshadowed by the much lower risk visual fidelity goals. |
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| ▲ | pradn a day ago | parent | prev | next [-] |
| A large section of the gaming public sees photo-realistic games as serious, and prefers them for high-budget games. It's a rat race for devs though - its just incredibly expensive to create high quality models, textures, maps. I've been playing Cyberpunk 2077, and while the graphics are great, it's clear they could do more in the visual realm. It doesn't use current gen hardware to the maximum, in every way, because they also targeted last-gen consoles. I'm thinking in particular of the PS5s incredibly fast IO engine with specialized decompression hardware. In a game like Rachet and Clank: A Rift Apart, that hardware is used to jump you through multiple worlds incredibly quickly, loading a miraculous amount of assets. In Cyberpunk, you still have to wait around in elevators, which seem like diegetic loading screens. And also the general clunkiness of the animations, the way there's only like two or three body shapes that everyone conforms to - these things would go farther in creating a living/breathing world, in the visual realm. In other realms, the way you can't talk to everyone or go into every building is a bit of a bummer. |
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| ▲ | ferguess_k a day ago | parent | next [-] | | I think chasing photorealism also hurts the modding community, which hurts the players. No ordinary modding community could push out photorealistic contents in a realistic span of time. I think that's why we are seeing less and less mods nowadays comparing to the late 90s and early 2000s. For FPS, HL2/Doom3 is probably the last generation that enjoys a huge modding community. Anything above it pushes ordinary modders away. I believe it is still quite possible to make mods for say UE4, but it just took such a long time that the projects never got finished. In certain way, I so much wish the graphics froze by the year 2005. | | |
| ▲ | charcircuit a day ago | parent [-] | | HL2/Doom3 have built in mod support, so I don't think it's fair to compare it to games that don't have mod support. |
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| ▲ | XCSme a day ago | parent | prev | next [-] | | Let's see how GTA VI will change this and the industry. I personally like Cyberpunk's 2077 style, it looks great maxed out with HDR. Yes, the models aren't the best, but the overall look/vibe is spectacular at times. | |
| ▲ | kllrnohj a day ago | parent | prev [-] | | > In Cyberpunk, you still have to wait around in elevators, which seem like diegetic loading screens. Cyberpunk has vanishingly few elevators. While it may be a loading hide in some spots, it's certainly not indicative of the game which otherwise has ~zero loading screens as you free roam the city including going in & out of highly detailed buildings and environments. > I've been playing Cyberpunk 2077, and while the graphics are great, it's clear they could do more in the visual realm. It doesn't use current gen hardware to the maximum I'm not sure how you can reach this conclusion to be honest. Cyberpunk 2077 continues to be the poster child of cutting edge effects - there's a reason Nvidia is constantly using it for every new rendering tech they come out with. |
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| ▲ | senko 2 days ago | parent | prev | next [-] |
| This, in a nutshell, is why Nintendo is doing so well. Their hardware is underpowered, games look like cheap cartoons, but the effort spent into gameplay more than compensates. |
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| ▲ | pjerem a day ago | parent | next [-] | | I don't agree here. Nintendo games don't look like cheap cartoons at all. They are absolutely not photorealistic but they do put a lot of work on the aesthetics/art and it's most of the time relly impressive once you take the hardware limitations into account. Mario 64 ran on the same console that was known for its 3D blur. Mario Galaxy 1&2 (which are still totally modern in terms of aesthetics) ran on what was basically an overclocked gamecube. Mario Kart 8 which is still more beautiful than a lot of modern games ran on the Switch, which is itself based on a 2015 mid-range smartphone hardware. | | |
| ▲ | ascagnel_ a day ago | parent [-] | | I think it's more that Nintendo's choice of hardware (and its relative lack of horsepower) force them into more stylized visuals because it means photo-realism is basically off the table to start with. We the audience tend not to care, because Nintendo has capable artists who can create something aesthetically pleasing outside of "realistic" graphics. |
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| ▲ | dartharva a day ago | parent | prev [-] | | There are tens (if not hundreds) of indie and B-games that offer the same experience as most current Nintendo titles. Nintendo is doing well more because of nostalgia - it's the parents buying those consoles for their kids because they have very fond memories with Nintendo from their own childhoods. | | |
| ▲ | senko a day ago | parent | next [-] | | I don't suffer from that particular nostalgia, not having had a Nintendo console (C64/Amiga diehard here), but I bought Wii and Switch, and a couple of first-party games for each. I considered, and passed on, the other consoles. Nintendo is playing a different game than other console/game makers (excuse the pun), IMHO. | |
| ▲ | theshackleford a day ago | parent | prev [-] | | I would disagree. And I know many adults in the PC gaming space like myself who would disagree. I like my indie games, but not many are putting out what Nintendo is. I mean it’s all subjective though. |
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| ▲ | Tade0 a day ago | parent | prev | next [-] |
| This. To me one of the reasons why Coffee Stain Studios is such a successful publisher is that its games typically don't push for visual realism for the sake of it (hardly possible anyway when they feature dwarves, alien species and the like). |
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| ▲ | ryukoposting a day ago | parent | prev | next [-] |
| My take is that video game devs learn to aspire to cinema, since they're both making "entertainment art that exists on a screen" and cinema is more widely accepted as art among the intelligentsia (not that I agree). |
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| ▲ | windward a day ago | parent | prev | next [-] |
| Some games are sold just so the end user can enjoy exercising their new GPU and monitor. Crysis and Control come to mind. |
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| ▲ | Arainach a day ago | parent [-] | | >Control Did we play the same game? Some of the best lore-building and environmental theming around, paired with some cool mechanics? Sure, the combat got repetitive but this was hardly something to "just sell GPUs" | | |
| ▲ | someuser2345 a day ago | parent | next [-] | | That's not the game I played. The lore was annoying to listen to; whenever I wanted to listen to an audio log, I had to stop playing the game and watch the exact same video of a man smoking and being mysterious. The cool game mechanics were basically just the gravity gun from Half Life 2, which came out over 20 years ago. It did have some cool environmental set pieces, but overall I just found the game too pretentious for something that was basically a rip off of the SCP wiki. | |
| ▲ | the__alchemist a day ago | parent | prev | next [-] | | I was a bit confused by this aspect of control. It was lauded as an example of a top-tier graphics. I liked the game, but its graphics felt mid to me. Maybe due to the grey indoor environments? | |
| ▲ | windward a day ago | parent | prev [-] | | Nevertheless, it was commonly used for showing off (cloudy, particle-y) raytracing. | | |
| ▲ | badsectoracula a day ago | parent | next [-] | | Yes but Control isn't sold "just so the end user can enjoy exercising their new GPU and monitor", it is sold for gamers to play a great game. And IMO it is Remedy's best game since Max Payne 2 (i haven't played Alan Wake 2 though) because of its gameplay and atmosphere, not because of its visuals (which, do not get me wrong, are great, but that is largely because of the art direction and visual design, not because of raytracing -- in fact personally i first played and finished the game on an RX 5700 XT which has no raytracing at all and had to tone down a few visual effects, but still found the visuals great). | | |
| ▲ | windward a day ago | parent [-] | | I don't really see your point. It was used by benchmarking youtubers for that benchmarking, so it at least sold to them for that reason. It's also the reason I bought it: any later enjoyment is unrelated. | | |
| ▲ | Arainach a day ago | parent | next [-] | | Lots of things are used for benchmarking. Very few are made with it in mind. Crysis' system requirements at launch were so far above what most people had that I'll give you that. Control wasn't that way at all. | |
| ▲ | theshackleford a day ago | parent | prev [-] | | I don’t really see your point because you appear to be moving the goalposts. > Some games are sold just so the end user can enjoy exercising their new GPU and monitor. Being used “for benchmarking” and “being sold just” for that purpose are two very different things. |
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| ▲ | teamonkey a day ago | parent | prev [-] | | Control was one of the first big games to come out after Nvidia’s first line of GPUs with raytracing hardware (RTX 20xx) and one of the first games to use those hardware features. That’s why it was used as a showcase (there was probably a deal between Remedy and nvidia to make this happen, not sure). It was a good looking game at the time, but remember it originally came out on PS4/Xbox One and that version did NOT have raytracing. |
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| ▲ | fleabitdev a day ago | parent | prev | next [-] |
| I've wondered whether photorealism creates its own demand. Players spend hours in high-realism game worlds, their eyes adjust, and game worlds from ten years ago suddenly feel wrong; not just old-fashioned, but fake. This is also true for non-photorealistic 3D games. They benefit from high-tech effects like outline shaders, sharp shadows, anti-aliasing and LoD blending - but all of that tech is improving over time, so older efforts don't look quite right any more, and today's efforts won't look quite right in 2045. When a game developer decides to step off this treadmill, they usually make a retro game. I'd like to see more deliberately low-tech games which aren't retro games. If modern players think your game looks good on downlevel hardware, then it will continue to look good as hardware continues to improve - I think this is one reason why Nintendo games have so much staying power. This has been the norm in 2D game development for ages, but it's much more difficult in 3D. For example, if the player is ever allowed to step outdoors, you'll struggle to meet modern expectations for draw distance and pop-in - and even if your game manages to have cutting-edge draw distance for 2025, who can say whether future players will still find it convincing? The solution is to only put things in the camera frustum when you know you can draw them with full fidelity; everything in the game needs to look as good as it's ever going to look. |
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| ▲ | braiamp a day ago | parent | prev | next [-] |
| > One big issue I never understood is why do we need photorealism in games at all Because WOW factor sells, specially if it's a new ip. You can see most trailers full of comments "this looks bad". |
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| ▲ | bre1010 2 days ago | parent | prev | next [-] |
| Completely agree. People lament the death of the RTS genre for all kinds of reasons but I think the biggest one was the early-2000s switch to 3D. Performance considerations meant you have way fewer units. The only exception was that Supreme Commander was somehow able to get around this, but suffered heavily from the second big problem with 3D RTSes: the tiny unit models are so much harder to tell apart in 3D compared to 2D. The RTS switch to 3D was a mistake and I think RTSes will continue to fail until their developers realize what actually makes them fun is actively hindered by this technology. |
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| ▲ | nntwozz 2 days ago | parent [-] | | I'm on the gameplay > graphics bandwagon too but StarCraft II and Age of Empires IV are proof that 3D is not the problem. |
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| ▲ | lieks a day ago | parent | prev | next [-] |
| It's a lot easier to get a large team of artists to follow the same artstyle when that artstyle is just "realism". Also, photoscans are convenient. |
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| ▲ | energy123 a day ago | parent | prev | next [-] |
| There is no "we". Some people like it some of the time. |
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| ▲ | __s a day ago | parent | prev | next [-] |
| Solar Ash is a good example of a non photorealistic 3d game |
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| ▲ | a day ago | parent | prev | next [-] |
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| ▲ | smt88 2 days ago | parent | prev | next [-] |
| I agree it doesn't benefit most games, but it's still genuinely amazing to see sometimes. I suspect part of the challenge with making a hit game with last-gen graphics (like Breath of the Wild) is that you need actual artists to make it look good. |
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| ▲ | ekianjo a day ago | parent | prev | next [-] |
| sales of games say otherwise. 2d pixel games have some occasional hits but the large number of games that make money go for more realism. |
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| ▲ | eviks 2 days ago | parent | prev | next [-] |
| How do you understand other human desires? That is, what is different about the desire to match reality in other mediums is different from other more understandable desires? |
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| ▲ | simiones a day ago | parent | prev [-] |
| For the same reason it was searched for in painting for so long, and for the same reason movies and plays often meticulously recreate (or film in) real locales and use period-appropriate attire: people, by and large, love looking at reality way more than stylized images. There are exceptions, but the general public will almost always prefer a photo-realistic renaissance painting to a Picasso portrait, a lavish period piece like Titanic to an experimental set design like Dogville. |