| ▲ | jolmg 5 hours ago |
| > and the 'realism' of video games plateauing. I used to think the plateau was here when the Xbox 360 and PS3 came out. |
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| ▲ | hamdingers 3 hours ago | parent | next [-] |
| Since we're 10 years on at this point, I feel pretty confident saying the plateau to my eyes landed somewhere between the PS4 in 2013 and Pascal (GeForce 10-series) in 2016. I've kept playing games and upgrading my GPU every other generation, and they're still fully utilized, but I can't really see where the additional compute and money is going. My biggest visual upgrade during that time was actually going from LED to HDR OLED which is something that requires virtually no additional processing power. |
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| ▲ | bigstrat2003 4 hours ago | parent | prev [-] |
| I still think it pretty much was the last major generational upgrade in graphics. An early PS3 game looked night and day better than a late PS2 game. Meanwhile, an early PS4 game looked only marginally better than a late PS3 game, and most PS5 games don't look noticeably better than a PS4 game. I don't mind that graphics have plateaued, because they aren't the important bit. If anything, I would rather that devs stop trying to chase graphics and make more games with shorter dev cycles. |
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| ▲ | Tanoc 3 hours ago | parent | next [-] | | Texture resolution and shadow resolution do a lot to make a game look better. The big difference between the PlayStation 2 and 3 was the massive jump in texture resolution, shadow resolution and model polygon count. Play Gran Turismo 5 and go look at one of the cars imported from Gran Turismo 4 for a good example. However the PlayStation 2 was capable of some very high polygon count models, as evidenced by Lulu's cutscene model from Final Fantasy X that rivals most PlayStation 3 player models in detail. Those resolution upgrades, the number of objects and not just polygons displayable on screen, and the increase in distance required for low-poly LOD models all made that giant leap possible and very visible. Since then it's mostly been adding camera effects such as depth of field and ambient occlusion that are much less noticeable. Though for those with keen eyes, only in the current generation are there textures without noticeable anti-aliasing effects which came as a result of being able to split the UVs thanks to a higher resolution making small UV faces possible. | |
| ▲ | Kirby64 3 hours ago | parent | prev [-] | | > Meanwhile, an early PS4 game looked only marginally better than a late PS3 game, and most PS5 games don't look noticeably better than a PS4 game. Partially this is because there was usually an overlap in sales for early PS4 and late PS3, etc. if you have to support both console generations, it won’t truly be able to take advantage of the newer gen stuff. |
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