Neoseeker : News : Epic: Game engines still "factor of a thousand off" from photo realism

Epic: Game engines still "factor of a thousand off" from photo realism
Leo Chan - Monday, May 25th, 2009 | 10:54AM (PT) 0 Like Favourites (0)


Technology needed for perfectly realistic graphics may not be so far off, but tools and functionality needed to implement them are not as easy to realise

Epic: Game engines still

Epic founder Tim Sweeney muses that we may only be 10-15 years away from the technology needed to produce photo realism in gaming, by virtue of technological evolution as described by Moore's Law alone. Sweeney remains a key player at Epic, playing a part in the development of the Unreal Engine used in titles like Epic's own Gears of War series. In an interview with Gamasutra, Sweeney believes that while sheer "brute force computing power" can make graphical realism a very real possibility during this lifetime, though there is nevertheless a glaring issue that will likely hinder development.  As you may have guessed, that's emulating human behavior:

We're only about a factor of a thousand off from achieving all that in real-time without sacrifices. So we'll certainly see that happen in our lifetimes; it's just a result of Moore's Law. Probably 10-15 years for that stuff, which isn't far at all. Which is scary -- we'll be able to saturate our visual systems with realistic graphics at that point.

But there's another problem in graphics that's not as easily solvable. It's anything that requires simulating human intelligence or behavior: animation, character movement, interaction with characters, and conversations with characters. They're really cheesy in games now.

Even with unlimited computing horsepower, it's not easy to simulate the way the human mind works. Unlike integrated circuits, there's no Moore's Law to trend the evolution of the way we think. The ability to create photo realistic graphics is also only the start with any given game engine. Sweeney envisions "decades and decades of work" to further improve the tools and functionality needed to produce perfectly realistic graphics.

Source: Gamasutra

Sections: Console Games, PC Games

  • 0 thumbs!
    kspiess since Jun 2007 | May 25, 09
    I think the thing is though, once we get to the point of being able to do that, a lot more games will go for more artistic / surreal style, like used by Team Fortress 2 and Zeno Clash. Just my guess.
  • 0 thumbs!
    tallteen86 since Feb 2003 | May 26, 09
    I just had a thought though. Couldn't game companies hire people that are experts on human behavior and body language to give them pointers on how a person would move and react to specific events?

    Games can have 100+ Million dollar budgets, I think that the games that have budgets like that, can afford it XD

    The rest will have to make do, or go down a different route.
  • 0 thumbs!
    monkey_ninjas316 since Sep 2002 | May 26, 09
    I think GTAIV is a fantastic example of "human behavior" done correctly in a video game. Each pedestrian has their own sort of style which when put together, gives an awesome feeling of immersion if you ask me.

    For example, you punch a pedestrian. Some fight back, some run, some pull out a weapon. Also, some pedestrians will watch, , call the police, others run away, some look then get back to what they are doing. It may never be perfect, but its showing progress thats for sure.
    Last edited by monkey_ninjas316 :: May 26, 09
  • 0 thumbs!
    andrei0635 since Dec 2008 | May 26, 09
    don't forget it has some bugs...
    I think i like more artistic games like OKAMI or as mentioned before Team Fortress 2, or even Prince of persia..
    Never liked dark games... And with realism there will not be any platform games like Ratchet & Clank
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