Epic has released a bunch of new screenshots for its upcoming game Unreal Tournament 2007, which will be the fourth in the series. Naturally, the graphics are astounding and the example above doesn't look too far off the high end CGI example we posted yesterday. We could just leave you to drool all over your keyboard at the next next-generation of graphics, but that'd be too easy. Instead we're going to recount a couple of the comments left at the previous CGI graphics article.
As Anon points out, "at the rate the price of games are going, the amount of time taken to model this will have to pay the artists 10 fold". We touched on this earlier, where we looked at Nintendo's patent for displacement mapping graphics. The problem of increasing programming and artist time is one that a vast section of the industry is going to have to address. As budgets and graphical expectations (from the greedy gaming public) rise out of control, publishers and developers are going to have to make a choice: graphics or gameplay.
Jake believes that "Half-Life 2, and all those other games, in fact every single "photorealistic" game look cartoony. No matter how many polygons they get in, Alyx still looks cartoony." What Jake's saying here is that photorealistic graphics will never move past the "Uncanny Valley". This is a principle of robotics that addresses the emotional response we have to human-like robots. As the realism of the machine (or game) approaches a certain point "then the non-human characteristics will be the ones that stand out" and we'll start to feel uneasy (around the robot) or detatched emotionally (from the game character).
It's clear that there are lot of problems involved within the field of super realistic graphics, two of which we've looked at here. Other factors include the quality of gaming hardware, slower progress in the field of animation and most importantly: the need to focus on gameplay. After all, don't we play games to have fun?
[Via digg]
Update: fixed some strange errors in the post (commas/apostrophes were broken).












(Page 1) Reader Comments
http://www.unrealtechnology.com/screens/character_creation1.jpg
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Most games are modeled and textured with very high detail in high-end graphics programs. They are then scaled down to fit the hardware they're running on. The detail is normally already there, you just don't scale it down as much for these new games. Look around on the Unreal Engine site and there should be some pictures of a high detail model and one scaled down, both of which look essentially the same.
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I don't care how photorealistic it looks, if a character's feet float all over the ground or has that herky-jerky motion in its animation, you are just defeating the realism.
The last thing I want to see is a jaw-droppingly realitic character at a full run suddenly change direction 180 degrees without any consequence of inertia.
I mean, come on...even Super Mario had to deal with inertia.
But in the end I guess I can't really complain too much. Let them rocket their way to hyper-realism. Once they get there they can finally be done with that and concentrate on bringing the physics and evironmental interaction up to match it.
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How many times have we heard this in a review, "It looks pretty, but the gameplay is non-existent."
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Less details = more realistic gameplay? I'm definitely interested to see the implementation of the rest of the effects they describe in the future...
I completely agree, though, that focussing on the graphics & not the gameplay has definitely brought us to where we are now; however, the sad fact of the matter is that right now, eye-candy sells.
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But anyways back on subject. They will never let games get to the point where you can no longer tell the difference between a game and reality. The reasons why: Dev cost, Time & Lawsuits.
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Unfortunately, you need smart coders and programmers to do that. Artists are much easier to find.
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if a game is fun, or challenging, it doesn't really matter what the graphics look like. All the graphics do is capture the players attention to buy the game, "whoa, look at that!" kinda crap, then when they find out what a crappy game it is, it collects dust in a drawer or something.
yes, graphics are important, but not so much so that it's what the game should be about, realistic anything, just make the game fun
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As an example, some of the effects in LOTR would have cost more than 30M$ 10 years ago. They could have been achieved, but at a stupidly expensive cost.
However, the actual shots cost less than 1M$ per shot. And the detail was 100 times what thye would have achieved 10 years ago.
In 10 more years, the abilities of special effects crews will be unparalleled.
Companies like ILM already release toolkits, as does Disney. These will become more and more prevalent in the gaming industry. The graphics engine will only be part of it. You'll be grass, tree and wind engines, sun, atmosphere and gravity engines. You'll buy facial expression and voice-to-facial-movement engines.
These will add 3-5M$ in costs to a game, yes, but they'll also mean you can go from just an engine to full-out environments in 2-3 months (and, if you hire a modelling 3rd party for an extra 2-3M$ you can even have all your models done in that time frame).
Toss in AI engines (which are starting to come into their own), new scripting engines and the games of tomorrow's tomorrow will be available for roughly the same cost as today's games. Probably slightly more, really, but that extra cost will be offset by much higher distributions as well.
One of the things too many people forget is that yes, while many games these days cost 3-5 times what they did 5 years ago there are also 50-100 times as many gamers out there.
The challenge for developers isn't "how do I afford this", it's "how do I build my company to the point where I can make a truly high-end game".
You wouldn't start a movie studio and expect to make LOTR as your first movie. You'd do a half dozen budget flicks, then a half dozen mid-range flicks and then one or two blockbusters.
The gaming industry will go the same way, not only because Hollywood designed the model 40 years ago, but because it makes sense. Business is business.
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It seems to me that we are very likely to see a very similar thing in video games that we did in fine arts. If you go back and look at the progression of painting, before the advent of photography, you will see that there was a steady quest to duplicate reality. Perspective, proportion, light and color were all developed over time to yield better more realistic results. This continued until the advent of photography. When it was finally possible to duplicate reality perfectly without the great amount of time spent, the alure was gone. And then there was a backlash - cubism, dada, modernism.
It seems to me that games are on the very same path. Right now it is very time consuming to render reality in the game world. I just don't believe it will be that way for long. Advancements such as this displacement mapping patent are just the beginning. I believe in the near future hyper-realistic video games will be common and as easy to produce the art for as it is to snap a picture.
As an artist I am excited at that notion. Not because I would like to see hyper-realism in games, just the opposite in fact. I think we must reach the goal of total realism before any deep creativity can be explored. I think at that time we will see some truely expressive and inovative artwork in games.
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I don't care how many developers it takes and how many hours they have to put into it. Theres new potential team members with wicked skills being belched out of schools every semester...find one!
I don't care about having to dish out $100 a title to see graphics that are photo realistic.
If you have someone that has a PC that can push that kind of graphics...chances are money isn't really an issue with them.
I want photo realistic zombies to scare the s*** out of me and give me long term psychological damage.
I want to feel like I'm there, I'm the player, in a sports game.
I want to feel like I'm actually racing at 220mph.
WHY do I want these things?--BECAUSE--these games get me the closest I will ever be to these situations in real life!
P.S. Developers know great graphics doesn't mean a great game...just to let ya know...there doesn't have to be a compromise.
I WANT INSANE GRAPHICS!!..why is that so wrong?!
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I'll take my $25-$30 DS games, with their fun factor, over a $60 PC or XBox game anyday now.
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I am not sure the problem with the industry is the race towards realistic graphics; rather, it's the fact that the market is flooded with so many games. It used to be that the A-List title were obvious. You HAD to play Goldeneye; you HAD to play Metal Gear Solid; you HAD to play Zelda. That's changed. There's too much out there. And there's rarely anything to falls into the "must-play" category.
This is likely because games just don't offer anything new these days. With few exceptions, developers are generally under the gun to deliver games for a specific date--usually the Christmas season--so that the game's publisher can get the game on shelves and hopefully meet earning expectations. Good games take time to get to market. And I'd rather see a developer hold back the game to do it right -- and make it extraordinary -- than barf it up in time for Christmas.
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Why not have say, GTA style space opera-themed RPGs where you go streaming from planet to planet seamlessly without any load time ala Dungeon Siege, and much like entering a building? Meaning, you pilot a spaceship, it'll enter that planet you desire to visit, planet becomes bigger as you move towards her, you enter atmosphere, once atmosphere breached, you began to see cities, landscapes etc. and you park right ahead at nearby landing pad. And it's part of the gameplay!
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Seriously, if I want to see something that looks like it does in real life, then I'll pick up a damned camra. The whole race for "photo-realism" thing does nothing but stagnate the industry and make all games look exactly the same.
As far as I'm concerned, Rez, Electroplankton, and ICO look WAY better than Half Life 2.
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Yes, yes we do.
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http://sports.espn.go.com/espn/page2/story?page=hruby/051122
It's all about the game play to me - but I know full well that there are enough superficial people in this world that graphics are an obsession of the industry.
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However, there are a number of graphics snobs amongst gamers (I should know, my fiance being one of them), so there will always be a need to appeal to that sector. Just so long as there are still fantastic games out there-- exquisitely rendered graphics or no-- then I have no complaints.
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I totally agree, I was just re-playing Zelda OoT the other day and I noticed that despite the simplicity of the 3d models the animations that Link has are surprisingly more realistic than some of what I have seen on many modern games. Just look at how Link gets out of bed when you start a new game, I was actually very impressed.
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Right now we're seeing too many games where high-poly normal mapped characters run around switching from animationloop1 to animationloop2 robotic-like, sliding and running against walls and doors, not reacting to environment at all, feet sliding or floating over ground, feet not touching steps on chairs etc etc etc... This is where the real improvement in next-gen should happen. I just fear that it won't, because it doesn't translate well to screenshots :-/
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Will we ever see another Katamari? Will we ever see another Dig-dug? What about a Parrapa the Rappa?
Probably not.
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All this talk of animation vs CGI reminds me of this computer animation class I took. My professor had this java applet where you could manipulate two characters made of geometric shapes and they looked more like people walking than some of the people I've seen in games today. here's a link: http://mrl.nyu.edu/~perlin/experiments/emotive-actors
There's lots of other neat stuff there if you look around.
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I think Sasso and I are getting at slightly different points. While he is saying that the whimsical games will come after realism. I am saying that we have had artistic and whimsical games throughout gaming up until this coming point.
I think towards the end of this generation and the next one we have seen and will see less and less of these games form Sony and Microsoft. (I dunno about Nintendo, but if tradition holds they can keep the artistic and whimsical alive.)
I think that the whimsical and artistic will be abandonded for pure realism on most games. Granted we may have a gem here and there of a artsy game, but they will not be as prevalent as previous generations. Even the last few years of this generation only had a gem here and there. Katamari, Ico, Wind waker, umm....I cant even think of one for the Xbox.
I dont think their will be a re-surgance of those games after the "realism" bug gains its strong foothold. I think market and marketing forices will push the realism factor full force.
Now the only market I think the non-realism games still have a chance to be a big percentage of those made would be the handheld market or maybe the new Nintendo Revolution. I think the Zelda:TP videos and images have shown us we can have extreme beauty yet still have whimsical. The Rev design, Nintendo's history and the controller lead me to believe that will be the one beckon of light for those types of games.
I would really like to see the re-surgence of the "hand-drawn" artwork in next gen consoles and next gen games. Castlevania and Tales of Symphonia and Veutiful joe did this really well. That has always been something I loved and have missed from this last gen.
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The second concept is that of a game. It is worth noting that this in itself is a difficult concept to define, although some (notably various philosophers), have tried. Some "games" are simply things we'd like to experience as closely as possible, but are unlikely to, or unable to in real life. Paintballing, in real life, is an approximation of war, without the danger of death. For many people, they would want the approximation to be as close as possible to the real experience. However, some games we play, even within the 'realistic' virtual space, are likely to be more focused on 'traditional' gameplay mechanics. Often a ‘realistic’ or simulation approach dulls the experience in many cases. The best approach may be to capture the essence of the experience, without the unnecessary and distracting micro-detail.
As far as virtual worlds are concerned, it is my hope that a lot of the construction work will be shared, leaving creators to focus on building interesting in-world experiences, whether real or unreal. A good example of this, and one of my current favourite 'games' is Google Earth, which will hopefully develop into a rich virtual re-creation of the real world, but without the frustrating constraints of our real lives.
Sorry for the long post.
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Always.
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Most games are made like a factory line, the assets are decided at the start and the Art team makes them. If the Art Leader decides that they want realism, that is what's made. This choice doesn't have any affect on gameplay, so why is it so wrong? Artists of any medium tend to experiment with Photorealism before taking it in another direction. Why are games any different?
If games were made by one person, focussing on graphics would be at the expense of gameplay, but games are made by teams, and the art team's choices won't damage or help the decisions made by the designers.
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2D is greater than 3D. 3D is an embarrassment of something that's trying to look real and failing, badly.
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Part of the problem of realistic people and animals is that the investment in developers' time goes beyond the visual. Part of what makes an ultrarealistic CGI character fail is the lack of the behaviors we expect from a living being. So many games have NPCs that just do nothing in particular until you actually talk to them, at which point they go from aimless zombie to spastic fit because the developer thought this would make them more believable. I recall one game [Sword of Camalot?] where a child sat on a barrel like a puppet with its strings cut until you spoke to him and he flailed his limbs about like he having a seizure. That was an extreme example but has always stood out to me as a perfect example of bad NPC design. As it is, game environments like cities tend to be sparsely populated because it's so much work to produce each inhabitant (even without concern for the hardware keeping them going) and can make the game a needle in a haystack exercise for the player trying to find the NPCs critical to advancing the game.
Photorealism can be used to good effect, especially in combination with other graphics. I just introduced my neice to Pikmin on the GameCube and she was fascinated not only by the game but also by the scenery that incorporated images of real landscapes. A more photorealistic Pikmin sequel on future hardware could be a lot of fun without sacrificing gameplay to graphics.
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And when 3 of them pull back their hands to throw an axe at the same time, they all look like mirror images of each other. Have they been practicing? They look better than synchronized swimmers. The realism is ruined by this, more so than by lo-res textures.
It is the variety and uniqueness, the little imperfections that bring realism, not the detailed textures. I want games where no 2 enemies are alike, is that asking to much?
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Even movies aren't photorealistic (filters used, special effects, etc. etc. etc.)
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I just learnt how much the project we're just finishing cost to make. I nearly pissed myself laughing because it's utter shite. If we can get rid of the fuckwits that seem to head up most projects I think we could meet the expectations of next-gen without a significant increase in cost.
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a month.
If you think... CGI-cinema takes about 200million $ for a 1 and a half hour film.
I´m laughing out loud to everyone who thinks you get a game in the same graphical experience that last 25 hours to get through and only costs 30 million. HA HA you are so motherfuckin´ dumb ass retardet biatches....
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