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- Joined
- 9 Feb 2017
- Posts
- 241
1999-2000 was when you could actually turn on ray-tracing in a software renderer like 3DS Max or Maya 3.0 (the first x86 version) because CPU's could finally do it in reasonable time on a single workstation. Final gathering / global illumination (far more complex calculations) are what we will hopefully see in real time in the future. It's far better to get everything right in camera if you can. I'm impressed that real time ray-tracing is available within 20 years.But there's a difference between budget sales and regurgitation of certain genres of games to technological advancements in game engines that push the boundaries. I'd say since 2010 it's still a rinse and repeat. When I was in my final years of school 98/01, I really thought we'd have photo realistic textures/lighting etc by 2010. Progress really hasn't been made