This is not how realtime displacement works. Realtime displacement does nothing for the shading (only silhouette and shadows). And the tessellated surfaces aren't currently anything like the sub division surfaces you see in max or zbrush.
Depends on the console and what it's purpose is I guess. I've heard the wii is geForce 2 tech. And look how lovely skyward sword looks. On the topic, I personally think that we will see some CG movie tech come to the game industry because we'll be able to handle it realtime.
More dynamic environments and complex realtime lighting is what I'm excited about. Current gen game environments are very static. I feel like I can make anything I want in the current generation. I just can't make it as dynamic and as interactive as I want. I want to make awesome graphics without having to bake anything :)
next-ish gen is a quad core: [ame="http://www.youtube.com/watch?v=QmvJxbHWZSU&feature=plcp&context=C3347722UDOEgsToPDskJGD-axVxavfFmOaMqsCKI2"]NVIDIA Tegra 3: Shadowgun - YouTube[/ame] kind of serious... Wouldn't it be amazing if the realtime cinematic software 2020 roadmap was ushered in with a phone that output a…
With all the realtime raytracing software being developled (iray and such) I'm very excited for the future of gaming. Especially with Dx11's dynamic tessellation. I can't wait until my in game assets look exactly like they do in my sculpting package! The thing that scares the most about next gen is the amount of time it's…
Got my Game Developer Magazine in today... I suspect Jessie Harlan who writes the Aural Fixation column might have been snooping around pc. Either that or there are more folks more hip than myself using next next gen to discuss the things to come? The title of the column this month is... Whats Next for the Next NextGen?…
This is actually a very interesting point. My take on this is that, all the shots you linked to could have been achieved in games made ... back in the PS1 era. Now obviously I am not talking about crazy detailled tech for surface rendition and lighting - just talking art direction and shot design. Such things are why these…
Super Awesome Attitude! Realtime radiosity, precise dynamic self-shadowing soft Shadow compositions, polygons, resolution, tessellation, synched aural foley landscapes orchestrated as intrinsically as the score. Screw the implications of what realism brings to the table... because every passionate ARTIST should have the…
Awesome example of excellent design PIOR! I wish I had a ps3. ( nice of square to release on ps3 ) However, knowing that amaaaazing advancement is coming either way... I am mighty glad to have bet on the level of fidelity heading our way. Either way u look at it. It's win win. ( With us nuts craving that level of shadow…