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Back to the content 'Cool shiz'
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Well, it all depends on how well and detailed the model is made. 60000 triangles doesn't make a difference if the model itself is dull, rounded, and featureless. But it would be necessary to have 60000 triangles or more if the modeler wanted to include lots of fine details.
Case in point--that old guy from the PS4 demo.
"Sony then showed us the future. The future is an old man with lovely eyes."
I still think it's funny that these tech demos with the same amount of detail have been on PC for the past 6 years.
"the future is an old man with lovely eyes"
not the pedo stare man again
True, but we're speaking of the highest possible model quality obtainable with those 60000 triangles. It's the hardware/software limits that are being described, not the artist's limits.
Am I the only one that doesn't give a **** about how realistic a game looks? I mean, ****, I'd be fine if they just had graphics of a high-end sixth-generation console game, low-end seventh-generation console game if they'd just make the game good. Graphics don't mean much when the gameplay is ****. =\
But graphics can go a long way in terms of how immersive it is, like say pokemon red, it is a ******* fantastic game, but in terms of the journey and destination and all that jazz, it is not that immersive. Skyrim, on the other hand, not only has a story that is bad ass, but it's gameplay is addicting as cocaine, and one of the reasons why the gameplay is at it is, is because the graphics don't erect this big ass wall between the game and the player, it blurs the gap between fantasy and reality just enough for the players, so that they may get lost in the game.
So yes, gameplay is a huge factor in making a game, but graphics still take an active part, I mean would you really want to play Skyrim if it was on the origional attari?
I dont really give a **** either, but i do admire a game that the developers have obviously put a lot of effort into making. The way it looks makes it obvious, i can enjoy something that people have put a lot of hard work into.
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But the point is not that the limit is 60000 triangles. The point is that the technological advances that are applied to graphics become less and less relevant as time goes on. In the case of your example, if the number of triangles was a hundred times more than it is now, then the difference between those two models would be much less than if you compared the original with a model that had a hundred times less triangles.
Depending on the game engine facial models have 800-2k poly's a whole body will have 2500 or lower, because the LOD does not have to be that detailed. Where you see all the fine details is from the texture artist. This includes ambient inclusion and noise levels for the bump and light diffuse. You want to keep a model around 3k verts, and have an amazing texturing . This model that you see is under 160 tris or triangles. you can see the un textured model is flat but how could it make shadows? What makes it look real is the baked in shadows meaning that the shadows are not being made by the actual light source like that of a real world object, like there is something in the way of the light path. but the position of the light itself the shadows are already pre made and placed on the texture it self. Think of a changing picture. that changes its "shadow" from where the light source is positioned.
The PS4 model that you are talking about is pre rendered meaning that a computer already rendered all the scenes and it took longer then the video itself probably a lot longer maybe even 20 min for one scene and there are usually 30 scenes in a second. The PS4 does not have that good of specs and even if it did because of the cell processer in the ps3 alot of developers could not make engines and code for the ps3 thats why the 360 had alot more games in the begining. In the begining of the ps3 all you could play were offical sony games because they were the only ones that could code for such a system. But now you see other game engines opening up to the ps3 but that limited the progress for software advancments for sony. So to get real game time graphics such as the one you are talking about will take a long time. my guess another 8 years.
You also have to remember that that is just the face, I can bet that it is taking up all most all of the power of the machine to run, if that is true what else could it run?
It wasn't pre-rendered. The whole point of that showcase was that the model was generated in real-time by the PS4 prototype that Quantic Dream got their hands on. If it were pre-rendered, there'd be no point in that demo at all, because we've all already seen the same and even superior level of realism in game cinematics and movies.
Oh, yeah That would be so weird if a company tried to over hype something...
In my personal opinion it was pre rendered because you also have to look at computer gaming. My computer was over 3k to make and its top of the line and I mean TOP of the line. But even though I there are only a handful of games that achieve that level of detail. in the face. DMC, LA Noir. and thats because it recorders your face and puts that to a mesh on the model. So in short if they can achieve that LOD on games in less then a year why cant the do it on my computer now?
If you go back and re read my post about how the software with sony is only just getting started with third party companies then you would be able to understand that that level of programing would take a team of over 300 a few year.
And again even if it is just a face being rendered by the Ps4 that is the system at max output, so in reality thats the whole systems ability if you want that level of detail. They already released the specs and they are not that good.
Exactly my point - even L.A. Noire already has that level of realism in terms of facial animation, and it's only uphill from there when PS4 arrives. Quantic Dream specialize in cinema-like games, and it would be in their best interest to develop a realistic engine like that.
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