A common drive for game designers and the graphical hardware developers (NVidia, ATI...) is "better graphics." Presumably, the goal of computer graphical technology as a whole is to reach a level of realism that makes our video games, CGI movies, and simulations absolutely indistinguishable from real pictures and video.
However, I believe that the industry is going in the wrong direction if they want to achieve this.
Currently, the focus is on higher detail. Make the shadows and lighting dynamic. Draw further and further away. Animate every hair on that fearsome animal's body. While this does help games catch up to the general level of detail that reality has, it creates a huge problem. The game's graphics become too perfect.
By "too perfect", I mean beyond what humans are used to. Can you see figures clearly at 100 feet away? Probably not, and sure as hell not if you're nearsighted. And yet, most games will draw that far into the distance. Your vision gets blurry when you run through vapor or smoke in real life. Of course, how could the game designers sacrifice that glorious clarity that they worked so hard to achieve? They can't bring themselves to hide all those individual hairs they animated behind a blur filter!
To further prove my point, look at any picture of something in real life, then look at a recent FPS screenshot. What's the real difference here? The weapons look about the same, the soldiers look fine... but that game shot is so crisp. You can see too far into the distance, and camera/lighting artifacts are absent. The screenshot is too perfect to be real. It's not flawed enough.
So, in conclusion, I think games, movies, and other genres that are aiming for photorealism should take the win-win approach of putting "human limitations" into play. Not only is it much closer to the genuine article, but I'm willing to bet it will save a HELL of a lot on rendering and memory -- anything beyond 20 or so feet is an indistinct blur, so no need to render it very vividly. The same goes for any object or location that the player can't get close enough to. You don't even need to have hi-res textures to begin with for background objects! Just put that softening filter on and get back to working on the actual game part.
Poll question is semi-related. Discussion topic: Your thoughts on my viewpoint, kplzthx?
However, I believe that the industry is going in the wrong direction if they want to achieve this.
Currently, the focus is on higher detail. Make the shadows and lighting dynamic. Draw further and further away. Animate every hair on that fearsome animal's body. While this does help games catch up to the general level of detail that reality has, it creates a huge problem. The game's graphics become too perfect.
By "too perfect", I mean beyond what humans are used to. Can you see figures clearly at 100 feet away? Probably not, and sure as hell not if you're nearsighted. And yet, most games will draw that far into the distance. Your vision gets blurry when you run through vapor or smoke in real life. Of course, how could the game designers sacrifice that glorious clarity that they worked so hard to achieve? They can't bring themselves to hide all those individual hairs they animated behind a blur filter!
To further prove my point, look at any picture of something in real life, then look at a recent FPS screenshot. What's the real difference here? The weapons look about the same, the soldiers look fine... but that game shot is so crisp. You can see too far into the distance, and camera/lighting artifacts are absent. The screenshot is too perfect to be real. It's not flawed enough.
So, in conclusion, I think games, movies, and other genres that are aiming for photorealism should take the win-win approach of putting "human limitations" into play. Not only is it much closer to the genuine article, but I'm willing to bet it will save a HELL of a lot on rendering and memory -- anything beyond 20 or so feet is an indistinct blur, so no need to render it very vividly. The same goes for any object or location that the player can't get close enough to. You don't even need to have hi-res textures to begin with for background objects! Just put that softening filter on and get back to working on the actual game part.
Poll question is semi-related. Discussion topic: Your thoughts on my viewpoint, kplzthx?