| fatslob-:O said:
You only need 2048*2048 textures in worst case scenario if a player decides to do a close up on a 1080p screen and we even have texture compression and mipmapping to keep the storage problem tractable ... If we're doing 1080p then 16GB will be plenty and I imagine it will be enough for 1440p too but maybe not so much for 4K but I hope we go in the direction of real-time physically based global illumination instead of higher resolutions ... |
Well. You know my position on resolutions.
1080P is old news. 1440P is affordable and a marked improvement over 1080P.
4k is still reserved for the high-end.
| fatslob-:O said: Well that's probably because most devs don't have a good LOD or streaming system in place. Ideally you wouldn't need a texture any bigger than the total size of the framebuffer itself ... (1:1 sampling ratio is a perfect match) |
I disagree.
Battlefield 1, despite how pretty she looks in places... Can still have landscape textures that look like a dogs breakfast.
That is both on the Xbox One. (Mostly 720P/Medium settings.) and my PC (1440P, Ultra.)
At 1440P and 4k due to the increased clarity, you do tend to notice lower-quality assets easier.
| Cerebralbore101 said: Realistic dynamic lighting can now be done. Textures can be taken from real life photographs of inanimate objects, and then processed in photoshop. Polycounts are high enough to afford to model small details like the buttons on your shirt, without losing performance. |
We have had Dynamic Lighting for almost 2 decades.
But even today's lighting is not very accurate... And as FatSlob alludes to... Global Illumination can provide for some big gains.
But really, this generation has been all about the "little details". - Massive increases in geometry allowing for smaller details like tiny rocks on the ground to "pop", lots of particle/smoke effects, material based shading and so on.
And everything is generally more dynamic.
Last console generation, shadowing, lighting and such was "baked" into the texture work as the amount of power they offered was extremely limited.
This generation, details tend to be more dynamic, which is also more computationally intensive.
Which is also why during the very end of the last generation consoles... Some multiplatform games actually regressed in graphics.
Developers had started building their games with dynamic details... And didn't bother to bake those details when backporting to last gen consoles, so they looked very bland by comparison.
| Cerebralbore101 said: UE4 already does that though. Are there improvements to be made, or are modern games not taking advantage of it yet? |
It's also in CryEngine, Frosbite, Unity and so on...
But they are all differing on their implementation and thus quality.
This will give you a good idea on the different types of Global Illumination.
https://colinbarrebrisebois.com/2015/11/06/finding-next-gen-part-i-the-need-for-robust-and-fast-global-illumination-in-games/
| malistix1985 said: PS3/XBox360 to xbox one/ps4 was a pretty low jump in form of CPU |
Jaguar was a massive jump over Xenon and Cell, especially with Integer capability.
Not everything is about theoretical flops you know. ;)

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