Aren't you guys perhaps expecting too much?
These days, with the enough samples game renderers can approach feature film quality visuals -- minus the uber high poly content, ofcourse.
Brute force will only get you so far. And fact is the stuff we're doing now such as depth of field and motion blur is very hard to do 'correctly' in hardware rasterizing. The other thing is using breaktrough algorithms, of which a bunch were developed over the past ten years.
Combine that with the increase of horsepower and you'll be getting better image quality, but don't expect the exponential increases in lighting and geometry fidelity we've witnessed in this decade.
One thing I'm crossing my fingers for is complex global illumination such as this http://youtu.be/fAsg_xNzhcQ
and combine that with full scene tesselation and high quality antialiasing.
These days, with the enough samples game renderers can approach feature film quality visuals -- minus the uber high poly content, ofcourse.
Brute force will only get you so far. And fact is the stuff we're doing now such as depth of field and motion blur is very hard to do 'correctly' in hardware rasterizing. The other thing is using breaktrough algorithms, of which a bunch were developed over the past ten years.
Combine that with the increase of horsepower and you'll be getting better image quality, but don't expect the exponential increases in lighting and geometry fidelity we've witnessed in this decade.
One thing I'm crossing my fingers for is complex global illumination such as this http://youtu.be/fAsg_xNzhcQ
and combine that with full scene tesselation and high quality antialiasing.
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