Dynasty
Space Core
- Joined
- Jul 2, 2004
- Messages
- 4,976
- Reaction score
- 17
At this year's Game Developer's Conference, the definitive annual forum for coders, John Carmack, high priest of game graphics, lobbed a grenade at the faithful. Faster graphics engines are no longer it, he says.
So if the engine of game progress is no longer the game engine, what is it? And who, if not John Carmack, is behind the wheel.
Carmack makes the following observation: Computers today are a million times more powerful that when we started out in computing. At this rate, given another decade and a half, scenes that currently take four or five hours to render will be runnning on our monitors at 60fps. In terms of image fidelity, thats pretty much photorealistic.
Carmack's gripe is that game worlds still dont appear much like our own. While graphical quality has improved out of all recognition, it has only shown up various other areas of 'world simulation' in games as woefully feeble.
Outside of a game, for example, a 'cluttered' desk from Max Payne 2 would look like the clean work surface of minimalist architect. A 'crowded' nightclub in Deux Ex 2 would appear to have been struck by anthrax in any real world city.
Addressing this will require the computing power to physically represent and simulate much more 'stuff'. And more importantly, an awful lot of content to be created - and at a cost to still make the profit.
But even harder than creating sufficient content is getting it all to interact sensibly. Carmack admitted that id Software shy away from character interactions, for instance, because its near impossible to make it look right. However you want to define 'look right', we've all been there :E. In comparison with conversations with a real human being, talking a game character is less satisfying - and barely more 'real' - than shouting warnings to Mr Punch.
Solving these kind of problems will require technology to plateau, as only then will artists' tools and what's demanded of then be able to settle down. Just as Hollywood cameramen today dont have to keep learning new models, or how to change the lenses.
What Carmack is saying is that the first big problem of game graphics is almost solved...in a few years, the game's rendering engine will have all the processing power it needs. But rather than sating our appetite, this will only leave us salivating for more from our games, and much of what we'll be baying for can be provided only by new game development production and management techniques, rather that clever hardcore coding.
It might sound a modest warning note, but coming from Carmack it's explosive.
Hmm...sorry about the essay :E but i just had to post this. what exactly is the future of gaming? how else can games be improved?
also soz if you think this is in the wrong forum section...i couldnt think of anywhere else to put it lol.
So if the engine of game progress is no longer the game engine, what is it? And who, if not John Carmack, is behind the wheel.
Carmack makes the following observation: Computers today are a million times more powerful that when we started out in computing. At this rate, given another decade and a half, scenes that currently take four or five hours to render will be runnning on our monitors at 60fps. In terms of image fidelity, thats pretty much photorealistic.
Carmack's gripe is that game worlds still dont appear much like our own. While graphical quality has improved out of all recognition, it has only shown up various other areas of 'world simulation' in games as woefully feeble.
Outside of a game, for example, a 'cluttered' desk from Max Payne 2 would look like the clean work surface of minimalist architect. A 'crowded' nightclub in Deux Ex 2 would appear to have been struck by anthrax in any real world city.
Addressing this will require the computing power to physically represent and simulate much more 'stuff'. And more importantly, an awful lot of content to be created - and at a cost to still make the profit.
But even harder than creating sufficient content is getting it all to interact sensibly. Carmack admitted that id Software shy away from character interactions, for instance, because its near impossible to make it look right. However you want to define 'look right', we've all been there :E. In comparison with conversations with a real human being, talking a game character is less satisfying - and barely more 'real' - than shouting warnings to Mr Punch.
Solving these kind of problems will require technology to plateau, as only then will artists' tools and what's demanded of then be able to settle down. Just as Hollywood cameramen today dont have to keep learning new models, or how to change the lenses.
What Carmack is saying is that the first big problem of game graphics is almost solved...in a few years, the game's rendering engine will have all the processing power it needs. But rather than sating our appetite, this will only leave us salivating for more from our games, and much of what we'll be baying for can be provided only by new game development production and management techniques, rather that clever hardcore coding.
It might sound a modest warning note, but coming from Carmack it's explosive.
Hmm...sorry about the essay :E but i just had to post this. what exactly is the future of gaming? how else can games be improved?
also soz if you think this is in the wrong forum section...i couldnt think of anywhere else to put it lol.