Mummelmann said:
Input and immersion, like I said, will be the main focus overall in the next decade or so, that's my belief anyway. |
Before definitive photorealism is allowed through brute force of computing power available, we could meet a temporary wall first, when all the possible tricks and techniques to speed up calculations for the possible FX and features will be so many to be difficult to be all implemented in acceptable time in a commercial (or academic too) project with a deadline, then devs will have to rely on a few 3D engines updated to use as many new and better techniques as possible, but they'll have less possibilities than now to make their own engine, that will become more and more a specialised job.
Just to make an example, graphics quality progress made implementing functional mirrors more complicated
http://www.giantbomb.com/functional-mirrors/3015-4618/
https://en.wikipedia.org/wiki/Transformation_matrix
And about AI, but also and even more for more realistic implementation of virtual objects, we'll need a lot more computing power, not just to handle the higher detail itself, but also to keep everything under control and prevent projects from becoming as mess, as detailed functional worlds will require strict use of object-oriented programming to keep projects manageable as game worlds grow and become more detailed through development, and with less and less possibility to take shortcuts with classic, nimbler procedural programming, this will require more power.








