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Forums - Gaming Discussion - What Graphical Techniques Do You Want Standardized For Next Gen Consoles?

VGPolyglot said:
vivster said:
I like the graphical technique of displaying a graphics menu. It's kinda like an overlay over the whole picture(post processing?) but it must be really tricky to implement which is why we haven't seen it yet on consoles. I hope the next gen consoles are powerful enough and the development tools advanced enough to employ this technique in at least some of the games.

If you're expecting PC-like options, that kind of defeats the whole purpose of consoles which are meant to be more uniform than the vast array of PC builds there are that need to accommodated. 

The uniformity of consoles should actually make it a lot easier to implement options. I fail to see how presenting options goes against consoles being simple.



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vivster said:
VGPolyglot said:

If you're expecting PC-like options, that kind of defeats the whole purpose of consoles which are meant to be more uniform than the vast array of PC builds there are that need to accommodated. 

The uniformity of consoles should actually make it a lot easier to implement options. I fail to see how presenting options goes against consoles being simple.

Well, if you're just talking about simple options then, there are already games that allow that on consoles.



If Sony and Microsoft can't make 60FPS standard, they both need to just quit and go sell shoes instead. Outside of that, I don't care about anything else graphically. AI, absolutely but graphics? Frames per second matters far more.



I don't have the knowledge to understand the details and I don't know what such things as AA mean.

Having said that, I'd like to see dynamic lightning/shadow improving. As others have mentioned, while textures have improved a lot this generation to the point that some textures are almost perfectly realistic, shadows in most games are far from looking real.



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0D0 said:
I don't have the knowledge to understand the details and I don't know what such things as AA mean.

Having said that, I'd like to see dynamic lightning/shadow improving. As others have mentioned, while textures have improved a lot this generation to the point that some textures are almost perfectly realistic, shadows in most games are far from looking real.

AA is Anti-Aliasing. All solutions try to blur the edge of an image so as to create a smoother reproduction (so the 'jagged edges' you may find in some older games are being treated with something like this so newer games don't suffer the same fate).

Source - Check that out for the longer explanation.



                                                                                                                                            

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I'll try to remember to keep checking for this and the next thread...
I miss the thread of the perma banned moderator that was doing a step by step game creation process.



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Does VR count as a graphical technique? If it does, then that!

I don't want any options in game, I just want it to run smooth with zero setup. Console wide screen calibration should be enough. Next gen needs to add console wide HDR calibration as well.

Personally I'm not a fan of motion blur or depth of field blur or heavy AA blur or upscaling blur. The less blur the better. What I'm mostly looking forward to is improved lighting. That's where the differences are most noticeable now between gens. More dynamic lighting, more realistic shadows and reflections. I'll take a grainy low res ray traced 30 fps game over a 4K60 pre baked one. Perhaps ray tracing is more suited to VR with the low res screens, yet we'll need some very clever fps upscaling for that. Would it be possible to run lighting at 30fps, rendering geometry at 60 fps and reprojecting it all to 120fps?



As far as Animation, Mechanics, and Framerate, while they are relevant to Game Design, they are an area I avoided when I was heavily into Game Development. I'm a much better static Artist.

In any event, keep the discussion going! I plan to compile everything and open the base thread on Sunday.



                                                                                                                                            

Anisotropic filtering. I don't think current gen game use this (if they do, is a low one). From my understanding, current-gen games use trilinear filtering, right? I'm not a computer graphics savvy, so correct me if I'm wrong. I noticed this for the first time on GTA 5 (PS4). There's a small radius around the player that looks fine but outside of that is a little blurry.

60 fps should be the standard, or at least give us an option between performance and graphics.

I agree with SvennoJ on improvements with lightning. A good lightning implementation can make a huge difference on how it looks.

Last gen I didn't pay any attention to these kind of details but after watching so many DF comparison videos, it's hard not to pay attention now.




finalrpgfantasy said:
Anisotropic filtering. I don't think current gen game use this (if they do, is a low one). From my understanding, current-gen games use trilinear filtering, right? I'm not a computer graphics savvy, so correct me if I'm wrong. I noticed this for the first time on GTA 5 (PS4). There's a small radius around the player that looks fine but outside of that is a little blurry.

60 fps should be the standard, or at least give us an option between performance and graphics.

I agree with SvennoJ on improvements with lightning. A good lightning implementation can make a huge difference on how it looks.

Last gen I didn't pay any attention to these kind of details but after watching so many DF comparison videos, it's hard not to pay attention now.

Current games us AF.