blink said:
DVS BSTrD said:
I can't wait to see this implemented in actual game tidals.
What are you going to stare at the water for anything more than a minute? Maybe it could help in a cutscene or something but really? I thought the water in farcry 3 was pretty impressive when I first saw it but then after approximately half a minute of swimming in it I never noticed the graphics again.
You ever hear the arguments that the videogame industry are going broke because developers are spending too much money on graphics and indie games can't keep up? (I think that's how the arguement goes)
Well things like this are the cause for it.
(sorry for raining on your parade but it seems I'm the first one on this thread who has a different point of view so I'm expressing it strongly)
Never apologize for dissenting! You're not obligated to agree. You are only obligated to be convincing.
I think the game industry is going broke because developers think *every game* needs to push the graphical standard. I don't think R&D pushing the graphical envelope is causing anyone to go bankrupt. In fact, I think this push forward is not only desirable but necessary. Moore's law says that computing power will increase exponentially. What good will that do anyone if we do not seek to produce content better than PS3 era graphics? Some people, like me, are "techies." We LOVE seeing visuals presented in higher and higher fidelity. Some games are simply better than they would have been because their visuals were so impressive.
For example, when the first Aliens versus Predator came out on PC I could not play it for more than thirty minutes at a time because it frightened me so bad. Now I can play it for as long as I want. By today's standard, the fidelity and animation is so poor that it breaks me out of the experience and makes it almost comical. I had the same problem with Slender. However, if I try to play Amnesia I break down like a little girl. So, realize there exists consumers for who graphics do matter.
Lastly, tools will improve. It used to be we had to draw every polygon in place when making 3d models. Now we have tools that make that necessary, saving time. I expect out tools will continue to improve so that high fidelity content can be make in less time. Also, the subject of this thread, liquid physics, takes no time at all to implement. Same would go for advances in lighting, color, tessellation and shaders. Those are built into an engine and offer a great bang for your buck for developers, unlike high resolution textures and high polygon models which must be hand made.