diminishing returns son
Refute this
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True, but misleading. Graphical improvements include more than polygons.
It includes lighting, shadows, and physics (hair, clothing, water, etc).
Nobody says graphics are all about polygons. That's a strawman.
fucking retards
What do you think the triangle density of real life is?
Why don't we calculate atoms instead of triangles? That's what our simulation does
woooooow i meshsmoothed this model 10 times have we truly reached the limits of graphical fidelity so soon????
You can't. It's impossible.
This image completely misunderstands the original argument. The argument was never for total rendered polygons, but for the number of polygons on one given model. Increasing the total number of models is not the same as increasing an individual model's polygons.
refuted
>triangles
well maybe stop using triangles and make your fucking models retards
This is more because we're using real humans to make models instead of sculpting them and relying on just the artist. Its the difference between an oil painting and a photo really.
One is an interpretation and the other is a "scan".
0 because no true triangles exist irl
based
???
You're reading this thru two triangles filling your whole screen.
Too easy
what, precisely, is a triangle?
youtube.com
its a jewish scam
REmake is more triangles than RE5. That's why a GC game looks so good compared to an XBox360 game. But the skin on RE5 is much higher res, so it's easier to compute.
This is one of those things that's so stupid that it makes me throw up. Fucking stupidity perpetuating faggots.
>last model is misleading, there's only subdivision, no visual detail, while it's entirely possible to make it
i.e, >polygons aren't all there is to realism or detail, most things are done on pixels than polygons
>CPUs can handle massive amount of polygons without any problem
>GPU programs/shading algorithms are the thing that take most performance due to their complexity
unironically kys nigger.
so your refutal to this is to make a more detailed mesh as a starting "model" and adding not identified details?
i concede you that this shows the progress in our ability to deliver more detailed starting model
>The argument was
You don't know what the argument is, nor do they people posting such images. They are, with very low levels of insight, arguing that diminishing returns(unspecified on which variety) exists currently in gaming. When in fact we are nowhere close to diminishing returns in any area. Not even audio.
Just use normal maps... You don't need collision on every one of those little stupid bumps.
im using advanced icosahedron tech
you have to go back at least 2500 years
6000 triangles > soul
60000 triangles > soulless
What is drawn using three 3D coordinates that get converted in 2D coordinates by a 4x4 projection matrix.
Besides those positions, those triangle generally also have 2D coordinates on each of the vertices to point out where in the texture map they are, so the videocard can stretch that texture portion on the triangle.
BTFO
You stupid motherfucker.
We're made of voxels.
While polygons have increased, things you can do in games and the magnitude of games has not.
Today, if a game like say A link to the past or Ocarina of Time came out that looked exactly like those games but was of the size of Breath of the Wild, no one would be interested because it wouldn't 'look good'.
Back then we imagined games would become more explorative and include more choices, but instead the focus was shifted to polish them into realism.
600 triangles has the most soul
60 triangles masterrace
No you're not, it's triangles unless you're using the classic mode on windows or some WM without a composer, which in this case i say "enjoy your tearing".
"My" refutal (I didn't made that image) is that there is not a single magical number of polygons that produce the "optimal graphics". It depends on the amount of details that you want to model.
the space between 3 points
Literally no game uses pixel perfect mesh colliders. It's all boxes.
shit
soon
>You don't know what the argument is
What? It's explicitly stated in the image.
>15 years ago, doubling the amount of triangles resulted in a much better mesh. Now, multiplying the amount by 10 hardly does.
It's very clear what the argument is.
I've never understood why people latch onto this image. It doesn't refute the original image, it more properly conveys the original argument.
The original image is trash yes, but all this does is get the original point across better than the original did. Because this still clearly shows diminishing returns.
This, so much this. If everyone is photorealistic, style and creativity just dies. There's a reason that movies are the most normie and widely consumed media type. Ultra realistic faces don't express anything, they are only there to elicit emotional response.
Code Veronica is the most appealing desu
Is there a term for geometric space that contains no true triangles?
That's my point.
what if all 3 points are on the same line? is that still a triangle
lighting/collision/physics/animation > literally who gives a shit
shall we play a game Zig Forums? Lets see what do you know about triangles
But this guy just said
You thought the mesh having detail meant the game would add colliders to match it.
>This, so much this.
fuck off reddit
your sex life
600 triangles is kino
G-gottem?
1 dimensional "shapes" aren't real
Imagine thinking that you need to go above 60 triangles. L O L, faggots get on my level!
Triangle is a relation between 3 vertices. The space that results from this is filled with a shader program, like how to light that specific place. It's got other info like 2D mapping coordinats. If they line up, then you're going to get what appears to be a line, but it's still, as far as the GPU is concerned with the given data, is a triangle.
>1 dimensional "shapes" aren't real
why not?
So you're saying last-gen models which generally use roughly 10x less polygons than modern models are the roughly same and noticeable diminishing returns have been showing uo? You're saying modern models are perfect and won't improve drsastically next-gen?
You're missing the point, but answer those questions anyway so I can have a laugh.
600 looks best
"Non-Euclidian space"
human eye can't see past 600 triangles
cause they are all a dot that is so small that it may as well be invisible
That's because it's not really any easier to give games mechanical depth today than it was 20 years ago. There's a whole industry around manufacturing hardware that produces the best possible graphics as easily as possible. There's nothing out there to help, for example, the absolute nightmare that is testing emergent gameplay.
ITT: people have no idea what "diminishing returns" means
Oh, what am i thinking, arguing with a fucking psychic.
Not enough details. Does gravity exist? At what time-frame? Is it in motion?
easy