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MunchkiN 616
27.02.20 08:16 pm
Progress slowed down graphics in games?
well, if you cannot see the difference in Scario and some open vold isoleicine Yes, in the first palaute 4 the author over prescribe Peck glassesfinally situation seems to me the pitch so there is a quantitative grafon it is determined by the density of detail such as the number of objects, polygon density and texture saturation. so let's say that extensive way of grafon. in principle if you load the high poly in some sort of archaic able to do the shadows here and be a big part of the game as in life. there are actually grafon stopped somewhere in the mid-2000s and all he graphics limited only by Tolstoi extensive pitch parts such as malotilate CPU and any memory volume. honestly speaking playing Gothic 2 and I there in any difference I thought that graphon will develop on this way. maxpain just like this. he was sealed in the photo textures and the engine he was not very dragpanel something like 3D mark the first generations. ito there as far as I remember, like, the lighting level was mostly baked good traditions of 2D backdrops.
is the graphics quality. it can be described as automatic rafanoharana on the basis of certain conditions of the game 3D space. there shaders and lighting mostly. as it is understandable that the graphics can be done without the recommended if you take in Rau-gather stage to calculate its photons with a 50 fold reflection of the beam, bake it all in a texture and export it to the game. but Grafova it will not be copus with the dynamics. if will continue to razvivat graphic idea will soon become obvious and strongly clear that grafon dolzhon to be completely dynamic and is calculated in real time inside the game engine. this is grauation. it is technology-intensive in mind some crutches and a lot of graphics processing resources. and the result with the first type of latent extensive grafana not so evident.
for example I'm waiting for methods similar to raytracing, voxel scattering of light in environments and globalnoi illumination with indirect lighting and luminous textures, and how well the shyk zwanych shadows from transparent materials with caustical.
like why for example waitressing when PBR is it like the same of an like as no. the modern PBR in its pure form does not differ from conventional lighting and materials - surfaces which can be achieved in anril 3 where no PBR and grafon it was not particularly. Prim bond of the couple there from the Studio spiders. for PBR in turn uses SDR map and on YouTube to find a video any where hanging an object on a background of green lawn and grafana. as I understand it for indirect illumination is similar SDR map to which is added a little light from the engine. the map itself is static and it like in the 2000s drawn every city with lights and glowing Windows. same thing with reflections in the ground and glare. with cool technology waitressing need to use the chdr map will disappear. be complete physically correct rendering if there is more raiting high precision and depth of intensity. the result bude with first glance, not very noticeable. but bakers, hindering progress notice of that requirement has increased in three and but no and 480 970 and all sorts of cards has turned into utter shit and tickilish. and vozvodit hindering progress bakers peck-peck-peck.
you can also use some pitch rule logarithmic quadratic 10 Exhibitor
at the grafon feelings 90th = 0 point of the graphics. 2000 - like as there is a strong progress graphic. 10 year like it OK but like it not, the Golden years of gaming were peck, the 20 year peck-peck - graphic differences are very insignificant. 30 year graphic differences microscopically. 40 year peck-peck...
while iron diametrically opposite schedule. take for example the NVIDIA chart.
the reason is that first grafonola are given fairly quickly and easily and to reach the point in life has need let's say to Pitch with the Planck velocity.
also the actual graphics of the attitude of the person are that also obey exponential laws and getting a 3D grafoner with simple shadows and refluxes of man will see few differences with life but some irresistible face even so will be present and the person will seem that the game is stuck because between the texture in 4K and 8K monitor 1366x768 the difference is no.
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