Zig Forums has called this a "troll image" in the past, but I have yet to see anyone successfully argue against the fact that there are diminishing returns in advancements in video games graphics beyond a certain point.
Zig Forums has called this a "troll image" in the past...
Pixels > polygons, every time
why did you even make a thread about this? Nobody is going to argue because it's an undeniable fact you fuckwit.
Some things we all know yet can do nothing about, meaning there's no point in discussing it.
It looks like someone took a shitty un-detailed model and downscaled it. You know optimization and art play a huge role in poly count and visual acuity, right? The reason nobody has a comparable image is because someone has to make a model and that takes advantage of an outrageous poly count to define the details - then scale THAT down.
you have to be retarder if you don't see what's wrong with this image
It is both a troll image and there are diminishing returns. An image that does not demonstrate diminishing returns does not mean that demolishing returns does not exist. You would just need a different image if you wanted to prove it.
1. if you can have 60000 triangles instead of 6000 you can have 10 of those 6000 triangle dudes
2. subdividing a mesh doesn't add in more detail as it smooths existing detail so the 60000 doesn't have any detail added to it
Transition from soul to soulless
game's graphics is not just amount of polygons it has
you got shit like lighting, shaders, textures
thats why some games from 20 years ago still look decent, even if their polygon count is low
the model can only have as much quality as the base mesh, in this case the 6000 poly model was the base so adding more polygons doesnt give it more detail.
PS4 to PS5 has not changed anything graphically at all, we're truly in hell.
Depends how you use it though.
If you just max out the slider and automatically let it smooth it of course you hit that point really fast.
But imagine if they actually used the 100k polygons to model every single thread of clothes for example.
There would be a lot of room for improvement still.
But you couldn't see much of a difference at 1080p or even 4k.
No one would do that though so the image is right and we hit the spot.
There are a million different ways thar graphics can improve beyond character models. And we still have a long way to go in that department
The problem with the image is that the original is the 6000 triangles one. They downscaled it to make the low poly one and then upscaled it to make the 60000 one, but upscaling doesn't add any detail so obviously it's going to look identical, it's the exact same model. If you'd actually made a 60000 tris model from scratch you'd be able to see the weave of the fabric in his tie and the individual strands of hair and shit.
Focusing on graphical fidelity is the cancer killing gaming.
dude just spend an extra couple of thousand upgrading your TV I promise you those extra hair follicles are there, they'll really enhance your immersion bro trust me
based retard
OP has been officially BTFO
More polies means you can add in more models of the same poly count, allowing for bigger scope, whether it be more characters on screen at once or larger levels/worlds.
This is like saying good looking 2D games don't exist because Super Mario World upscaled with hq4x looks like ass.
just imagine what we could do with 6,000,000 triangles....
Muh raytracing
Muh FPS
Muh sub-pixel rendering and anti-alias
Muh resolution
Muh correct FoV rendering
There's a lot of shit that's nowhere near done yet.
>what are shadows
>what are lighting effects
>what is script calculations
>what is running multiple NPCs
The image is retarded because it assumes the only thing you need hardware for is rendering the model for a single character.
Don't give me any "diminishing returns" bullshit when I can't have Bannerlord battles with 5k units each side.
The surface details you showed in this picture are best achieved with shaders.
Show me the shader that makes real hair.
It's still diminishing returns. The more complex the model the more work that is, and the amount the work increases does not diminish like the results do, resulting in skyrocketing budgets as you need to hire more indentured labor from the CG diploma mills.
Why don't they use different shapes besides triangles?
The differences between the last two are pretty significant
No it isn't
ff13 character models are 20k polygon on ps3
compare to ffxv and ff7r character models which are 100k polygon on ps4
It's always funny when the actual idiots post that image thinking they're not the idiots
>model every single thread of clothes for example
That is stupid. A shader or set of shaders could handle it with the same number of triangles and better performance.
soul/soulless
>unltra realistic water
>surrounded by heavily abstracted, sylised pixel art
This looks so fucking awful jesus christ
Based retard.
Because triangles are the only shapes that stay flat no matter where you move their vertices.
Vidya graphics have been good enough since the PS2 era. We already had fast-paced 3D games running at 60fps, with models that accurately portrayed the artist's intent.
Anything past that is just fluff. People were shitting on the PS4's graphics when it launched and it just shows how retarded and underaged everyone is. We don't need higher resolutions anymore.
Yeah that happens quite a bit with shaders in minecraft but bsl shaders lets you disable the ultra realistic water
In this scene Hitchcock was talking about the advent of colour film technology. Because he was, like so many, a cranky old pretentious fuck who couldn't see past his own accomplishments for how an evolving medium may offer new opportunities of its own. He handwaved the arrival of colour as unnecessary and detrimental to the arts because he was a fucking idiot.
>but I have yet to see anyone successfully argue against the fact that there are diminishing returns in advancements in video games graphics beyond a certain point
thats because nobody is arguing against that, thats obvious, stop trying to create strawmen to argue against
there is more fidelity but it matters less and less. It's already far past the point of functionality. Graphics used to actually matter for gameplay to some extent but there hasn't been a graphical advancement that has mattered for that for quite some time. Actually, RTX is the first time in a long time it has mattered.
Genuinely would rather have RTX over more polys especially at this point. More enemies, more physics. Less polys.