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I know what you mean, but as someone who works on rendering tech (for CG not for games, but games are more and more using the same tech), I would like to clarif
by Asooka 10y ago
I know what you mean, but as someone who works on rendering tech (for CG not for games, but games are more and more using the same tech), I would like to clarify something. You do want realism in your graphics. You want realism in the way light is calculated, you want realism in the way materials interact, in short you want fully physically modelled materials. Watch Disney animated movies (or really any high-budget animated movie), notice that no matter how stylised it gets, the lighting is always as realistic as possible, or if the visuals are really trippy, still grounded in the usual physics, it's just the materials and geometry that get twisted in fun ways. Humans have a really good feel for lighting, so you want that to be top-notch. Now that we've practically achieved real-time physically-based lighting calculations, I'm seeing lots of games opt for a less realistic style of materials. I think the oppressive drive towards realism was a necessary step to build the tech that will allow for real artistry. You can cheat and take shortcuts as much as you want, but there is no substitute for having a real solid base for lighting and I'm pretty excited to see what will come out in the coming years.