Results 1 to 25 of 2036

Thread: The GT300/Fermi Thread

Threaded View

  1. #11
    I am Xtreme
    Join Date
    Dec 2008
    Location
    France
    Posts
    9,060
    Quote Originally Posted by Decami View Post
    lets face it, Crysis was not a very good game, not terrible, but everyone will agree with less focus on its trying to be photo realistic and more focus on gameplay it might could have been in a top 10 great games of all time.
    No doubt, I was just looking at it from a technical standpoint.
    Quote Originally Posted by Decami View Post
    But to an extent I do agree with you, exact photo realism of life in a game I see not happening for some time, it will come close sooner than we think, but i could be wrong. But the advancements being worked on at the current moment are looking bright.

    Quote Originally Posted by Decami View Post
    4kx3k, where did you even get that number, I will tell you, this subject is a specialty of mine, and theres really no such thing as a proper realistic resolution.
    This is the resolution of a human eye, I don't remember the absolutely exact number, but this is pretty close. I read about it a few years ago.
    Edit: seems like the article I read a few years ago wasn't exactly correct.
    How many pixels are needed to match the resolution of the human eye? Each pixel must appear no larger than 0.3 arc-minute. Consider a 20 x 13.3-inch print viewed at 20 inches. The Print subtends an angle of 53 x 35.3 degrees, thus requiring 53*60/.3 = 10600 x 35*60/.3 = 7000 pixels, for a total of ~74 megapixels to show detail at the limits of human visual acuity.
    This seems to be reliable source.

    Quote Originally Posted by Florinmocanu View Post
    He argues that if you want a lot of complex geometry in a game, than surely it will take a huge amount of time to create it.

    I'm saying that in today's games they are already creating high poly models along with the normal, low poly in-game model. They use the high poly model to create normal maps, bump maps, ambient occlusion maps etc.. to enhance the shading on the low poly one. They are already creating high poly models for each box and each character in the game.
    Well, yeah, 2x less work since you don't have to create a low poly model at best, fine. No arguing here. But do you think that your current high poly models are absolutely realistic? Do you not think that they do not look the same way as the stuff you can see through the window?
    And the same applies to textures...
    Last edited by zalbard; 01-28-2010 at 10:28 AM.
    Donate to XS forums
    Quote Originally Posted by jayhall0315 View Post
    If you are really extreme, you never let informed facts or the scientific method hold you back from your journey to the wrong answer.

Tags for this Thread

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •