Graphics Rant aka \"I'm such a graphics whore\"
First things first, I suppose: I am not a graphics programmer. I do not have detailed knowledge about all of the processes involved in rendering state-of-the-art computer graphics. However, I do feel I have a good eye for quality and that I know what works and what doesn't. I will be ranting from this angle.
Please note that I do not wish to offend anyone (read: the graphics-apologists
) and that this rant will seem overly pessimistic in nature. (Aren't all rants anyway?)
Let us commence then.
Computer graphics. I've been fascinated by them ever since I saw the first 3D (non-textured, non-shaded) cube twirl around on a screen. I relish all the advances that have been made since. I smile with contentment whenever I see a new effect implemented successfully. Why then, do I snort derisively to myself whenever someone lauds today's so-called state-of-the-art graphics?
Is it because Far Cry has hideous outdoor environments? Is is because Doom 3 has crappy real-time dynamic lighting? Is is because Half-life 2's environments are about as realistic as a wet noodle? Hardly. These games do what they do pretty well. I snort because they could be so much more.
Yes, I realise that graphics 5 years from now will always (at least I should hope!) look better than whatever we have now. I'm not talking about that kind of advancement. I'm talking about advancement that is achievable now, on hardware available today.
"Lord_Xan", I hear you cry, "you are one crazy Vader. At least give us some examples!" In the words of Robbie Williams, let me entertain you:
The ubiquitous blurry texture (my main gripe):
They're everywhere. In Far Cry, in Doom 3, and even in Half-life 2 - the low-detail texture. Looks great from a distance, but once you get up close you get a faceful of pixels (admittedly, these days they are at least pixel-shaded, bilinear-filtered, pixels).
What I would like to see is greater texture detail. I acknowledge that bigger textures take up more system and video card memory, but surely there must be a practical solution?
Doom 3 already innovated by making in-game computer screens vector-based. This ensures that the display still renders at high resolution even when you're up close. I loved that!
The Unreal engine also got around the low-res texture problem by applying what Epic calls "detail textures" to a surface once you get close enough to it. It's not a perfect solution (the detail textures are a bit too uniform), but it came off looking great on things like concrete, metal, wood, glass, etc.
To me, increased texture detail is a simple and straight-forward way of increasing realism.
Light blooms are vogue, darling:
Useless or unoriginal effects. These days every game has "shiny" metal surfaces, light blooms, pixel-shaded water, etc. What's wrong with them, you ask? They don't look good enough, I say.
Don't get me wrong, some games are doing some things very right: Doom 3 has gorgeous light blooms and coronas (hmmm, fluorescent lighting
), Half-life 2 has really well-done metal surfaces (see Train Station at the start and various Combine structures in Nova Prospekt) and water, Knights of the Old Republic has subtle and beautiful pixel-shaded surfaces, and Max Payne 2 has kick-ass volumetric explosions and particle effects.
But I want more. I don't want effects to be included just for the sake of it. I want them to blend, to be part of a cohesive whole. This is where Half-life 2 excels above other games - it has a remarkable consistency across its level design, lighting and sound.
I think game developers can learn a lot about the use of colour and effects from the demoscene.
No shadows equals no sale, Mr Developer:
At least it looks like that's what most publishers are saying. Shadow-rendering of any kind is usually a very computationally expensive process. There are shortcuts of course, but these all have their appropriate drawbacks.
So I'd like to see better shadows, but I agree that the rendering power for it is just not here yet. This doesn't mean I want games with bad shadows though. Rather give me no shadows than buggy ones, or the infamous "blob" shadow. ![]()
Of all the things I've seen so far the Unreal 3.0 Engine looks to be the most promising.
Right, so I've spent quite a few words bashing every poor graphics programmer employed over the past two years. Is there anything I am happy with? Why there certainly is...
Geometric complexity and the (overdue) farewell to the octogonal-shaped cylinder:
Polygon budgets have shot through the roof in the last two years. We are finally beginning to see the death of the dreaded hexagonal tires and oil drums. Max Payne 2, Doom 3 and Half-life 2 have made great strides in giving us objects that actually look like real stuff. This makes me happy and tingly in special places.
It's been a long overdue advance though. I mean, how old is the Ge-force 1? They've been promising them round tires for years! ![]()
And thusly my rant ends. Thoughts?
Swing harder! Swing harder!
-- Lilarcor, Baldur's Gate 2


I think the reason Developers don''t go an push the boat out on these graphical things is that they have to develop for the average gamers machine. Not everyone has a pixel howitzer. In fact most people I know don''t have a pixel howitzer.
I havnt been able to play a new PC game in ages. I''m still running a Pentium 550MHz with a matrox millenium G400! (Ok I''m not saying i have an average machine, I''m a touch below average in the department
)
What you say is very true for the shadowing, Shaolin, but IMO not so much for the textures and effects.
More detailed textures shouldn''t take THAT much more power to render. In fact, the biggest hurdle is probably where to STORE all of them.
Most games already do various kinds of effects (pixel-shader or no). I just want them to do it better
.
You, sir, must CONFORM! HL2 demands it!
Plus, there will be copious amounts of fist shaking if you do not comply...
Swing harder! Swing harder!
-- Lilarcor, Baldur's Gate 2
Eh. No sympathy for you here Mr Graphics Whore. I''m entirely in the ''Yeah, your game looks great. So what?'' camp. I''d rather people improve writing and design before throwing more polygons at me.
"The trouble with fighting for human freedom is that one spends most of one's time defending scoundrels. For it is against scoundrels that oppressive laws are first aimed, and oppression must be stopped at the beginning if it is to be stopped at all."
I agree with you, ALG. Mine was more of a ""all else being equal"" graphics rant.
Swing harder! Swing harder!
-- Lilarcor, Baldur's Gate 2
I suppose i should get around to scraping money together for a new machine.
Will anyone pay me for touching their privates?
Try doing this evaluation 3 years ago, or 5. What you are really saying is that as good as graphics are now, they are still not photo-realistic.
I remember when the VGA cards hit we moved from obvious computer graphics (blocky and 4 to 16 color) to actual representative graphics. We think of them now as primitive, but if you''d come in when graphics were just shades of grey, you''d be weeping and hugging your monitor in thanks.
I just wanted to point out that the current state of graphics will definitely be improved upon; your comments reflect how *close* they are to photo-realism, not how clumsy or bad they are. Give it some time.
If wishes were trees the trees would be falling, Listen to reason, Reason is calling
Your feet are going to be on the ground, Your head is there to move you around -- REM
No arguments here.
I think I muddled my own point a bit
Texture detail (for instance) is most assuredly a function of general advances in graphics technology. As the technology improves, so does the texture detail - HL1''s textures are just terrible compared to HL2''s (signs and the like are barely readable, though they seemed fine back then). But HL2''s aren''t perfect just because they''re better. I want developers to use more detailed textures (or some equivalent method) as a sort of ""realism freebie"" - something that ups the realism without requiring a true leap in graphics technology.
Hope I''m not coming across as purposefully argumentative. I am genuinely interested in computer graphics and therefore wish to facilitate many wonderous discussions about it
.
PS Shaolin - Pyro might be up for some inappropriate touching. Don''t know if he''ll want to pay you though...
Swing harder! Swing harder!
-- Lilarcor, Baldur's Gate 2
Good post Lord_Xan, I too agree (ceteris paribus) with those areas of improvements that you''ve highlighted. Games do tend to concentrate or one or two of those graphically and then do a far more mediocre job on the others.
HL2 is exceptional as you pointed out, in that it seems to cover them all to a highish level of quality.
I think this probably comes from a need to practically cut corners for sake of time and budget and so prioritize to those ""vogue"" or most influential areas of the game design.
This is obviously bound to improve as a whole as time goes on, but likewise it is likely that all the bases will not be covered equally.
It pleases me to see that you poured some scorn on gratuitious or solitary use of one or two special effects. e.g. Bloom.
Smart read.
"A fanatic is one who can't change his mind and won't change the subject." - Churchill
Maybe lord xan will let you touch those ""special places"".
Does that mean I pay you because I touched my privates? Cuz if so, I gotta say no; I''d owe you a whole lot o'' money.
If I could only bring three things to a desert island, all three would be you. And I'd make you all kiss. -a softer world
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Lord Xan, good post! The texture problem especially hit the mark for me - I''ve seen too many scenes where you have both highres and lowres textures in the same field of view, and it looks completely distracting. You know, I''m looking at a control room, and the panels are wonderful highly detailed textures, but the cabinet underneath them is a blurry pixelated mess.
And the texture interpolation on lowres textures hurts this even more. Interpolation blurs the image, making it look out of focus, which is one of the cues the brain uses for depth perception. Having a lowres, out-of-focus texture right next to a hires in-focus one makes the brain unhappy.
I don''t know what the solution is. Having in-focus textures for background objects is unfeasible (they''re huge! and the video memory would be much better spent on facial features and such, rather than more detailed floor
). But blurry ones look nasty. There''s some hope in the detail overlays you mention, but then it''s also easy to get tiling and unwanted patterns...
But maybe the answer comes from procedural texturing. The newest video cards have a programmable pipeline that can generate textures on the fly, add fractal noise with arbitrary detail, etc. So one could, theoretically, generate all the uniform ""background"" textures on the video card at run time, and they would be in perfect focus every time. Not enough people have these yet, but maybe in a few years...
BTW, I completely agree with the lighting and shadows bit. And I won''t even touch geometric complexity...
The texture ''problem'' is certainly memory related. The requirements in terms of VRAM and RAM go up exponentially. Also, the more detailed they''re supposed to be, the more time it takes to create them. (Or more artists to get it done within the same time.) And since only a few systems are capable of handling super-hyper-highres textures, companies don''t bother including them. Keep in mind that they''re eating up space, and since many publishers still seems to be convinced that the US market isn''t ready for DVDs as standard medium for PC games, it probably would mean having to include one more CD just for that purpose.
What I would like to see is that one of the big engine makers focusses on destructible terrain rather than just making things prettier. Volition tried it with Geomod, but the game to use it wasn''t that great. Söldner tried it, but, unfortunately, had many other issues. The next Battlefield title would be a must-buy for me if I was able to at least damage buildings. But it''ll be a prettier version of Battlefield: Vietnam, which itself was a prettier version of Battlefield 1942.
That is not necessarily true, Spunior. Source art is usually extremely high-res, and from that lower-res, more space-friendly versions are created. In the case of Doom 3, for example, asset creation does take a long time, but it is more a function of the number of steps involved than the resolution of the texture maps.
Very good point. Most of the engines these days do support destructable terrain and/or objects up to a point, but the implementation is very crude and inefficient. Perhaps the yonks-old BSP-routines used to draw and construct levels are due for a makeover?
Hmmm, this reminds me of a possible solution, something I''ve seen used in scene demos. For an example, have a look at Spot! by Exceed (10mb). It employs a very convincing texture zoom in its opening part.
Swing harder! Swing harder!
-- Lilarcor, Baldur's Gate 2
Graphics will always get better, but there''s something to be said about how addicted I am to games like the sprite heavy FFTA. Doom 3 was shiny, but I couldn''t give a crap. I''ve played that corridor shooter before.
I love fun. If it''s pretty and devoid of fun, it''s going back on the shelf.
XBL/Swat R2 SPORE/Swatr2 WAR/Nephlokan
Remember when everyone that had a copy of Photoshop was putting lens flares on every lightsource they could find? Man, I hated that.
"And my son, too, thinks everything is a launchpad, every bug a meal, and every sunny day a reason to take all your clothes off and roll around in the grass." - rabbit
I love good graphics too. Damn shame they are the first thing I quit paying attention to if the game is good.
Certis beat me to it. - Elysium