Comment on Anon turns on raytracing
Aceticon@lemmy.dbzer0.com 18 hours agoGames visuals are riddled with shortcuts and simplification.
You don’t think the way the water moves when your characters steps on a puddle, the smoke rises from fires or the damage on the walls are Physics Simulations, do you?!
It’s all a variation o procedural noise such as Perkin Noise, particle effects to at best (for example, ocean simulation) some formulas that turn out to look good enough.
(Want to see Physics Simulations in 3D generated worlds, look at Special Effects in Films).
Improving one element of game space visual fidelity - reflections - is nice but it’s unclear that it’s worth its downsides (more expensive hardware, slower performance) given how everything else is still one big pile of “good enough” shortcuts.
murvel@feddit.nu 17 hours ago
RT is of course a shortcut too, it’s not an exact representation of how light actually behaves…
AdrianTheFrog@lemmy.world 8 hours ago
If course, no renderer is really good enough unless it considers wave effects. If my game can’t dynamically simulate the effect of a diffraction grating, it may as well be useless.
(/s if you really need it)
Aceticon@lemmy.dbzer0.com 17 hours ago
That’s the thing: Ray Tracing as implemented on Graphics Cards (which is a subset of what’s done in offline rendering for things like Film) only makes 3D rendering environments a bit more realisting in this domain along, not even the same as reality, and this domain is only a small part of the big fucking pile of shortcuts use for realtime 3D rendering, leaving all other ways a game space diverges from reality the same.
Mind you, this partial Ray Tracing thing would be great if one didn’t have to actually upgrade one’s hardware and the performance loss was small, but that’s not the case yet.