HappySqurriel said:
Here is a tech demo from 2009:
Computational fluid dynamics is one of the most expensive things to simulate, and I could theoritically build a PC that could deal with some very large and realistic CFD effects in game; mind you, this PC wouldn't be cheap and would (most likely) be a graphics workstation with 2 processors which were both close to top of the line. When the next-next generation begins in (roughly) 2020 and we're using hybrid real-time raytracing and have advanced physics simulations we will be nearly able to create photo-realism with as close to real physics as a person can observe. The problem (of course) is that producing content for games with that level of detail will be very expensive ... and the new problem will be creating procedural content to make game development affordable. |
This. Games will hit a financial wall long before we'll hit a technical one in regards to simulating real world physics and visuals.
Check out my Youtube Let's Play channel here.









