game engine innovations
I'm an old-school player, and it's not very pleasant for me to look at what is happening with the games now,they don't look very realistic, the fact is that at high settings the textures of the games start to shine where it shouldn't be at all,
some say that this is a jamb of developers, they say they make engines in a hurry
Z, S, Let's discuss this topic
if we are talking about a physically correct render, then it just should make the shine realistic, graphical and nano-pots, reducing the work of graphic designers and shader sorcerers.
moreover, there seems to be how you can drive in a specular from the albedo index, the amount of reflected light is actually measured as for photorealistic renders, not real there.
and shorter roughness mk large roughness light scatters small on the contrary concentrates. such as water film.
to all this, a screen reflection is added that creates pseudo glare in the likeness of routing. The
only thing that current metal surfaces can often do is not very realistic there, for example, only a blue halo of reflection or the sky can be present. sometimes the metal resembles chrome.
but before, for example, in the grafon of the scrayrma and oblivion, it was with the realism that things were bad. in older games, the light source usually just illuminates the photo texture if it doesn't have the same metallic shader or something like that.
so grapone is developing in the right direction.
if you take fuflout 4, for example, all the materials are normally sealed from this point of view. almost no flaw. rust any enamel stick boards, everything is normal karekt.
MunchkiN 616
Yes, it somehow touches me for a living, all this, for example, when a loose surface shines, the same rocks in Duma at maximum settings, in games like The Evil Within when you run along narrow corridors as if in a post apocalypse and the walls shine, or for example, when a destroyed wall and plaster glitters, this is really infuriating
to take another example of the CS GO game on the maximum floor in the dark, the cannons glitter in the dark and everything seems unnatural,
it’s all somehow wrong
Stas Klosovsky
well, it seems like there is such a problem. for black materials and materials in the dark, glare and reflection are very strong on unreal engine 4 for example. there even the reflected light in the dark for some reason beats with such a strong glare in the pitch of the eyes. may be partially from exposure.
how much it is in nature is not sure.
in The Evil Within, it seems like grafone is pastgenic, plus the engine is still bad. in ks go I do not know. but if, for example, you look at a luminous doorway through a tiled corridor, and this material is smooth, it will be almost like a mirror. also probably with all sorts of glasses and shiny trunks. if someone is hiding in the shadows and he has glasses, then the glasses will reflect the light from the illuminated part of the room. in the game engine, of course, this is not so accurate, but something like this may already be happening.
Stas Klosovsky wrote:
at high settings, the textures of the games start to shine.
But surely it’s not a matter of vidyuha?