HoloDust said:
I think i saw this yesterday (could've sworn it was in news already, maybe on Unreal from GDC)...it is indeed really stunning. But evetyime I see something like this, or CGI posts something in his thread, first thing that pops to my mind is something in the line of "ok, so if I fire an RPG into that wall/tree, will it break realistically, and will debris remain on ground and be still affected by physics?". I honestly don't think there's future in polygon+texture based worlds, and while I'm aware that something like simple cathedral rendered at 5mm precision in voxels takes about 2.7GB of data, I do hope to at least some experiments in next gen and full paradigm shift gen after that one. Cause, as much as this look beautifil, it's still just textures slapped on underlying polygon geometry. |
You're right, I posted it on Friday from a DSO article. My bad.
Also, while I agree that polygons and textures won't last forever, I think they'll stay around far more than a couple of generations. First we'll have to wait for full Ray Tracing, and that will take a time.
In any case, you could already shoot an RPG to a tree in Crysis and see how it (quite realistically) fall into the ground, so it's not as much as a technical limitation rather than a limit in the money and time studios are allowed to use to achieve that.
Personally, I would prefer realistic worlds where, for example, you could enter any building you want (I have an axe or a machine gun but can't break a wooden door or a window to get inside until I find a key, if at all?).
Please excuse my bad English.
Former gaming PC: i5-4670k@stock (for now), 16Gb RAM 1600 MHz and a GTX 1070
Current gaming PC: R5-7600, 32GB RAM 6000MT/s (CL30) and a RX 9060XT 16GB
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