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>playing 2017 vidya at the highest ultra settings
>get closer and closer to wall
>it gets flatter and flatter
>as you get right up against it, the wall shows itself as just a flat plane, breaks all immersion
>game claims to use photorealistic "PBR" rendering

Defend yourself, /3/, if you even can.
>>
>>593881
>implying game engines have the ability to do pbr
>implying that your shitty little computer could run the game if the engine could do pbr

please, continue.
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>>593886
>implying I'm not playing in 4k 60 on xbox one x
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>>593887
>Using a console
Well there's your problem
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>>593889
>implying optimizing for one platform over a million is "bad"
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>>593881
Tessellation is expensive yo.
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>>593881
>a flat plane
That's the whole point of walls you moron, if they weren't flat you wouldn't even be able to use them
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>>593887
Are you really one of those stupid wankers who believes he can play in 4K and 60fps on an fucking xbox?
Let me tell you: this isn't 4k, its upscaled and it isn't running in 60fps.
And both of them together is only possible with Minecraft, maybe.
The only thing they can optimize is the cash flow from Micro-transactions.
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>>593893
>playing fps
>bullet hole filled, crumbled wall turns into flat surface as you get close to it
>the absolute state of cg in 2017
>>
>>593881
The nonsensical strive for real-time p̶h̶o̶t̶o̶r̶e̶a̶l̶i̶s̶m̶ hyperrealism.
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>>593897
Why is it nonsensical?
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>>593881
>being so autistic that you scrutinize every centimeter of a game to check if it's realistic enough or not
>even one slight thing that isn't realistic suddenly breaks immersion (by the way you weren't immersed in the first place)
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>>593943
TIL I'm autistic.
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>>593890
I know a guy who uses the CoD Mod tools and in the instruction booklet it says to ALWAYS keep your texture compressed for console versions.
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>>593903
Because the point of the game is to be fun for a particular audience. It only needs to be 'realistic' enough to pass. No one has the time to make your own petsonal matrix, calm down neo.
>>
>>593891
>>593943
/thread
>>
>use 8k textures with tessellation or parallax occlusion everywhere to make game look more realistic
>people complain about having to download 200gb and 1080ti being the minimum spec
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>>593881
This is just not possible with tessalation, as it creates geometry.
But, PBR has nothing to do with geometry, except bump shadows from bump and normal maps. PBR is all about lightning and materials. For pbr you need to understand five terms:
metallic
dielectric
roughness
subsurface scattering
fresnel
This is the minimum number of real-life physical material properties companies are trying to emulate in real time to present a "PBR" looking result for games and/or real-time rendering(keyshot etc.). Real time "PBR" is fake PBR, ray-tracing renderers are the ones emulating the physical world, therefore they are truly PBR.
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>>594004
actually informative
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>>593983
That's a pretty narrow view on it.
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>>594004
>>594004
This. OPs problem has to do with geometry, not with materials/shading.
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>>593886
>implying game engines have the ability to do pbr
>pbr is defendant on geometry
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>>594291
You gotta have geometry to apply the material to.
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>>594004
So you can't use PBR in games with bot baked lighting, right?
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>>594304
You can but it comes with limitations. Like you can't move anything once you bake the lighting. If you do you have to rebake the lighting every time.

With that said real time PBR will never match what true path tracing can do.
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>>594325
noise noise noise
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>>594327
Explain.
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>>594329
Path tracers are inheritanly noisy bud
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>>594355
Still more accurate though. And you can use denoising methods to achieve less noisy results.
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>>593881
just got a pc thats worth a shit and ran into this shit too. I advise alot of you just to wait into the middle of a console cycle if you wanna play vidya games for cheap cause the high power pc shit is overrated.
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>>594530
It's not technically possible yet to just model or scan everything. Maybe in a decade or so we can just load photoscanned high poly models into game engines with 8k textures and not worry about performance.
But right now this isn't possible, especially when games need to be optimized for multiple platforms. Everything in CG is basically faking stuff in a way that makes it look real while still getting decent performance. That has nothing to do with anything being overrated.

And once again, even if we could make games where we render a billion tris and use 32k maps, people would complain about having to download / install 1TB games.
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>>594327
>>594329
>>594355
>>594482
why would noise be relevant anyway? just build your scenes properly and let the thing render for the time it needs friendo

good renderers like arnold, vray, and renderman are super efficient now and, though biased, process physical-world parameters to incredible accuracy

I highly prefer that to the real-time alternative with its spotchy fake GI and half-assed approximations. Don't get me wrong, RT still kick ass for what it does, but comparing it with proper rendering is just absurd.
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>>594680
Eventually we will have real time ray tracing tho. Don't remember where but I've seen a video of RT screen spaced ray traced GI that looked really good.
And the architects who designed the new Nvidia HQ got access to their own Nvidia renderfarm for the project. There was a guy from Gensler who talked about that on the substance days at Gnomon school this year. He said they had so many gpus in there that they basically had real time ray tracing using iray. So as hardware becomes more powerful and algorithms improve, we get closer to having that shit available for the average user.




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