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Ninja Theory Touts Strive towards Photorealism - The Dreadnought Diaries Episode 3



Then proceed to demonstrate just how far off from the target shot's they in fact are.

I say this as an artist, the best way to produce photorealism is to ensure your assets at bare minimum, 100% match textures and 100% match target object proportions.

In this trailer they blatantly display an asset that is overly large compared to it's real world target object.

The molding around the floor, is about an inch taller than what is shown in it's real world target counterpart, some of the textures are artistically altered and do not
100% match the samples - believe it or not - these nitpicks/deviations are precisely what hold's back the stride towards photorealism in gaming.

The molding looks overly large and less detailed - but the issue with it looking overly large in particular underscores a visual quirk, this one deviation makes the asset look polygonal - an issue that is typically only rectified by matching the size
constraint's of the target object bare minimum - adding more detail would certainly also help alleviate the polygonal visual displacement - this may however cause a large performance decrease - but by simply ensuring the asset is the exact height and matches the target objects perimeters - this one solution would suddenly go a long way towards alleviating this visual anomaly of game object's seeming overly polygonal on it's own.

Also a much worse issue has revealed itself in the video as far as photorealism is concerned, the materials are made to simulate metal/glossy surfaces - procedurally - meaning the specular highlights will not match real world scenarios 100% and present visual anomalies due to this time saving solution. Visual anomalies will be prevalent across glossy material objects that are created procedurally, these visual anomalies are tied to procedural generation of assets and will unfortunately emerge quiet often. But this solution is often particularly devastating to over glossy specular materials.

In order for specular material highlights to work properly, procedural methods should often be discarded, artistic deviations should be reduced and mitigated. By introducing procedural material generation for specular highlight creation (and materials in general) you do so knowing these assets will have a certain artistic deviation from it's real-world counterpart. This type of asset creation will hold back strives towards photorealism until procedural generation of materials 100% match real world target objects.
 
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GeorgPrime

Banned
I don't care much about photorealism in gamming just make it pretty NT

Whlle they talk about Photo Realism iam in love with his

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