MMM
Results 1 to 25 of 2036

Thread: The GT300/Fermi Thread

Threaded View

  1. #11
    Xtreme Member
    Join Date
    Oct 2009
    Location
    Bucharest, Romania
    Posts
    381
    Quote Originally Posted by zalbard View Post
    No.
    All the modern accelerators even in multi-GPU setups struggle with Crysis with proper realistic resolution (4k x 3k).
    So add a year for the tech to catch up at least.
    Texture quality are also lacking. Need 2x-4x higher texture quality. 2-3 more years.
    Geometry... is WAY behind. If you want photo realistic image quality in a 3D game you need 10-20x more polygons at least. That's 5-6 more years till it's actually possible to render that.
    Current lighting is crap. We need raytracing. Realistic raytracing with huge resolutions won't be possible really soon, 5 years at minimum.
    And now imagine creating this game. The content. Each model will take a TON of time to create. This game will take 5 games to develop for a HUGE studio.
    So don't expect anything within the next 10 years for sure.
    Your wrong about the bolded part.

    Right now, a 3d artist, when creating an object/character in a next gen game creates a really high-poly, photorealistic model, using 3dsmax/maya and zbrush or mudbox for finer details, than creates another identical, low poly version of that model (which will be the in-game model) and bakes all details in normal maps, displacement maps and Ambient occlusion maps from the high poly to the low poly model, so in game, with proper shading, the result looks good even if the geometry lacks.


    So, in the future, you won't have to create the extra low-poly model, and bake everything from the high to low version. You will just create a high-poly model and use it in-game.

    You will actually cut down on production time.


    here is an example, made by Vitali Bulgarov.

    High poly model, made in XSI and fine tuned in Zbrush. All the small details are actual geometry, everything is real and not a shading trick (bump maps etc..):



    Low poly model, with all maps baked in to it from the high poly (normal maps and ambient occlusion maps) + color textures.

    Last edited by Florinmocanu; 01-27-2010 at 07:28 AM.

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
  •