Permabanned
2005 racer.
2008 racer.
2009 racer.
2017 racer.
2022 racer.
2008 racer.
2009 racer.
2017 racer.
2022 racer.
This is just nonsense nowGt7 barely looks any better than gt5
This is just nonsense now
Agreed. 2004 was very good also (Far Cry, Doom 3, HL2) but those games are starting to age a bit now.
I think the main differences are textures are typically higher resolution now (a lot more VRAM) and you've got ray tracing to throw in the mix. Plus just generally more detail due to enhanced processing power.
When you try games from 20 years ago you realise just how bad they looked visually.
Games are still pushing on in the visuals department, it's just more subtle. More polygons aren't going to offer more at this point. It's animation, lighting and shaders that are where the gains are being made.
Horizon Forbidden West has pushed human faces agonisingly close to out of the uncanny valley. The skin shaders in particular are incredible. With a bit more advancement in the facial animation, human features will be nailed.
AI is an interesting one (mainly because I am a game AI programmer )...relatively easy to make genuinely 'smart' and 'clever' AI. For a shooter you could use neural nets and let the AI run around in simulation and get extremely good at killing players and exploiting every single flaw in your engine....not much fun to play though, and there's little scope for tuning.
Making game AI feel 'smart' is actually mostly about smoke and mirrors, rather than it actually making smart decisions. Animation and audio tics that help the player read what the agent is doing and why, etc.
Wouldn't Nanite from UE5 invalidate your point about polygons? Not to mention lots of assets at high poly count, close, but also far away, when you have more of the gameplay outside, in real open spaces
Since about 2005 they have hardly changed.
AI is an interesting one (mainly because I am a game AI programmer )...relatively easy to make genuinely 'smart' and 'clever' AI. For a shooter you could use neural nets and let the AI run around in simulation and get extremely good at killing players and exploiting every single flaw in your engine....not much fun to play though, and there's little scope for tuning.
Making game AI feel 'smart' is actually mostly about smoke and mirrors, rather than it actually making smart decisions. Animation and audio tics that help the player read what the agent is doing and why, etc.
Since about 2005 they have hardly changed.
Nanite is mainly addressing the big challenge in game dev these days, which is the content pipeline. There's very little visual fidelity to be gained from more polygons beyond a certain point. Polygons are just one relatively minor input, it's the shaders and lighting that make the visuals.
Since about 2005 they have hardly changed.
I would say a lot of the reason is down to them using the same game engine.
I know only recently some games are being programmed in the most recent game engines, UE5 for example.
I'd say the reason for the stagnation is people get used to one system and think they can squeeze the last drops out of it rather than start afresh on a new system. Thankfully this is changing. Maybe a generational training thing that newer people are brought up learning newer languages.
Being an old timer game though, graphics shouldnt be the main thing we look for in a game. Gameplay should be king. I'd rather have low quality graphics in a game that is playable over and over than some good looking game that has no re-playability.