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What will happen when video game graphics get to the point where they can't get any better?
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<blockquote data-quote="HaloEliteLegend" data-source="post: 7949723" data-attributes="member: 373827"><p>I wouldn't count on you seeing that in your lifetime. There is always more real-time lighting to be had, more physics to be simulated, more pixels to be pushed, more rays to be traced, more everything. Keep in mind that the graphical techniques we see in games today are just approximations to allow for the game to run smoothly in real-time. Those approximations would eventually be replaced with far more accurate simulations (example: replacing screen-space ambient occlusion and voxel-based lighting with ray-traced lights and shadows; even then, you can keep gradually increasing the samples up to ludicrous amounts). You could take graphics all the way to the point where each individual leaf is its own physically simulated body that can react to everything else around it. There will always be something new to push. Sure, we may reach a point of diminishing returns, but there is still a lot further we could take real-time graphics in the future. I think the real application for this kind of hyper-realism is virtual reality, if it hasn't died off by the next generational graphics leap. Until real-time rendering can match a Pixar render farm, there is a practically infinite ceiling to go.</p></blockquote><p></p>
[QUOTE="HaloEliteLegend, post: 7949723, member: 373827"] I wouldn't count on you seeing that in your lifetime. There is always more real-time lighting to be had, more physics to be simulated, more pixels to be pushed, more rays to be traced, more everything. Keep in mind that the graphical techniques we see in games today are just approximations to allow for the game to run smoothly in real-time. Those approximations would eventually be replaced with far more accurate simulations (example: replacing screen-space ambient occlusion and voxel-based lighting with ray-traced lights and shadows; even then, you can keep gradually increasing the samples up to ludicrous amounts). You could take graphics all the way to the point where each individual leaf is its own physically simulated body that can react to everything else around it. There will always be something new to push. Sure, we may reach a point of diminishing returns, but there is still a lot further we could take real-time graphics in the future. I think the real application for this kind of hyper-realism is virtual reality, if it hasn't died off by the next generational graphics leap. Until real-time rendering can match a Pixar render farm, there is a practically infinite ceiling to go. [/QUOTE]
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