I honestly prefer a blurrier image over jaggies everywhere. AA is kind of necessary when games are becoming more and more cluttered with detail, but all of the good AA options are just too costly performance wise.
Hopefully that nvidia supersampling thing takes off, it actually worked pretty great in Final Fantasy while barely dropping any frames.
Isaiah Hernandez
Lol retard that is a stupid image disproven time and time again, stupid retard pretending to be oldfag
Ayden Carter
11 year difference
Zoomers will never understand had fast graphics progressed during the 90s.
console games from 7th gen look awful now and those games were the of their time. There's also sidegrade style directions to go, such as something like a musou/large numbers of stuff on screen with great graphics.
Charles Cook
I kinda liked the graphics on older consoles. They felt more like games.
Adam Rogers
weird, all of kratos looks pretty good and then his pants look like really rough compared to his skin textures or even the rest of his clothes.
Matthew Nguyen
>Until GPUs get strong enough to use tech like ray-tracing in real time uwotm8
Evan Nelson
There are other types of anti-aliasing that don't make your game blurry
Anthony Richardson
>Why does it feel like graphics hasn't really improved much since 2012
Because they haven't.....
Adrian Adams
3dfag here, I graduated a 3DCAD course about a decade ago and was taught how to manually create 3D assets and produce all textures from scratch for games using maya & photoshop. My instructors were still working in the industry, some in EA others fell out of Activision and other companies. >technology advances so far that you no longer need to be an artist to produce 3D assets >You can do the hardest part, producing textures, by just buying presets from a megascans library >If you need to tweak it with some knobs in Quixel/Substance Games like Resident Evil 5, NFS, Mirror's Edge, Assassin's Creed were our targets and ideal for learning from and were taught how to do. Pic related, look at the artistry involved on the character models. These guys were aces, exaggerating some forms for idealistic forms and silhouettes you can hardly tell how much of the skin texture was painted on manually and isn't from the game's lighting. Even the environmental artists were top tier, keep in mind this is PS3 era and the budgets were low for graphics but they maximized it well, simple enough shapes and nothing wasted. The grime aids a lot in masking flat geometry and the shadows feign depth and detail or mask low detail areas. Money was saved on the skill of the artists.
Now technology moved so far ahead you don't need to know how to paint, colour correct, add baked ambient occlusion for depth and custom textures per character. It's all leather material ctrl+c, ctrl+v drag and dropped on every leather strap for every character, one gun metal black material used for every weapon in the game (Far Cry 5 was the WORST for this, when you see one pock mark you see it everywhere since it's recycled).
Now look at this video. youtu.be/Unp5CI-yliE?t=156 Just copy the damn world to use in the game. No ideals, no creativity, no skill. When he says "optimize for a game" he means create a cylinder with some tapering at the bottom and apply the textures from the scan.