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post #6751 of 6759
Quote:
Originally Posted by DonutDeflector View Post
 

 

Aw yea! Old laptop FTW!

112 objects detected, and all were cookies.  You deserve one ;)

post #6752 of 6759
Quote:
Originally Posted by Yazen View Post

112 objects detected, and all were cookies.  You deserve one wink.gif

They were PUPs and....
COOKIES!

And two Rouges.....
And a Trojan....
But COOKIES!
post #6753 of 6759

It's been a while since I did a screenshot dump, and with the addition of DSR on Geforce 600+ series cards, what better time than now to do one?

 

All downsampled from 2880 x 1800. SWTOR is using 4xSGSSAA.

 

 

 

 

 

post #6754 of 6759
I wish skin in games would be more realistic...
post #6755 of 6759
Thread Starter 
Quote:
Originally Posted by DonutDeflector View Post

I wish skin in games would be more realistic...

You'd have a schiit ton of skin defects, discolorations that you wouldn't normally notice that everyone has. Non uniform locations. Acne and other skin growth etc. 

post #6756 of 6759
Quote:
Originally Posted by bowei006 View Post

You'd have a schiit ton of skin defects, discolorations that you wouldn't normally notice that everyone has. Non uniform locations. Acne and other skin growth etc. 

I meant the way that light reflects of of light and have a more real sheen....
post #6757 of 6759
Thread Starter 
Quote:
Originally Posted by DonutDeflector View Post


I meant the way that light reflects of of light and have a more real sheen....

There are multiple ways of doing that of course. Applying a 'layer' onto the skin to try to reflect what seems to be lighting sources.

 

 

Or you can do it how Disney does it and use thousands of rays from light sources to calculate and recalculate all objects in the room to finally get the realistic lighting potential on a surface.

 

Both are there to a point. 

 

UE4 and Cryengine3 and Frostbite all have real-time local reflections. Maybe it can be possible to use the engines to bring more realism towards facial lighting?

post #6758 of 6759
Most people are concerned about the games other graphics compared to small details like that. Say, look at racing games, the people look so schiit.
post #6759 of 6759

Ray tracing and path tracing are very common techniques used in CGI and animation techniques.

It makes lighting realistic.

 

They basically fire a rays of light from the camera and calculate each pixel.

They will usually take 5000 samples.

 

Its impossible to do this in games since it requires immense amount of power.

There were a few experiments too like Quake: Ray Traced

 

The main advantages are very realistic lighting and practically no restriction in polygon count for your 3D models.

They can be as detailed as you want. That kinds of defeats the purpose of tessellation though.

 

Games cheat a lot in lighting.

For example, most of the static object shadows that you see in games are all pre calculated and baked into the texture.

Unlike CG which calculates from the camera, games calculate from the light source.

More expensive but we have no choice since our camera moves.

Realistic dynamic lighting is expensive so we try to avoid it as much as possible

 

It's true that people don't really notice the small details in games.

But its the small details are very important as it will subconsciously affect the player's overall experience while playing the game.

For example, the eye reflections used in Frostbite 3.

 

One of the best characters I've ever seen
https://www.youtube.com/watch?v=vlnUYt8DyBk

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