Develop technical capabilities in delivering highly realistic environments with games and their future prospects
"We will be able to see very realistic environments over the next 10 years"
I remember sitting in front of the TV for a game on a school night and the sound of rain knocking on the windows and the atmosphere was so cold outside, I had no choice but to have that closed room.
My mother calls it bedtime and I try desperately to choose my game for as long as possible, and as soon as I put my head on the pillow I think about solving the puzzle that stopped me and my dreams dive into her world and my self-smiling lips, and the next day a friend of mine talked about that fascinating experience by drawing and dazzling her experience and even exchanging conversations We cut off the professor's entry.
Those memories that make us long for the past and eager to return to the game of our own, our family story or moments that have been bitterly stripped to raise the value of those moments.
It sails us deep into a world we have experienced from a young age to bring back that astonishment to our faces when we saw 3D cinematic scenes or drawings of that era that were an artistic legacy that was hard to forget.
Memories, whatever the mind may be, put in front of you sweetness and fade from bitter memory, when you yearn for the past you may not want to return to it because returning to the game 15-25 years ago is too late for the train to return to that journey and retry it and enjoy the art it carries.
The astonishment and shock of the technical and technical performance of the games has not stopped over the years and will not stop and to this day and beyond will constantly escalate the development of technology.
Every generation in the gaming industry has that huge leap that has reached where we are now and what we are about to leap, starting with the new home appliances that will be a turning point and a memory for us for the future.
In this article, I want to share some of the modern techniques or effects that we are experiencing and see their development and effects in a new way and wait for a blossoming future.
We're getting closer to realism.
Through the development of the drawings and their improvement and proximity to reality and everything that was close to reality improved the experience of the player and reached the optimum degree and reduced the gap between reality and imagination, a video from Quixel for the first time in GDC this year talks about presenting Photorealism or as I will explain in the rest of the article in *Photography Realistic or fine detail* in ue4 engine.
Very important and beautiful to show you where we are at the moment in a free drive that depicts an aerial environment filled with rocks, hills, fog and a futuristic car moving towards the building, in fact the video asks Quixel to spend a whole month in conflict with Iceland's extreme cold to fully clear the target environment.
One moment. Why did they go to that snowy area when they were able to create environments for us with the UE4 engine in their prestigious offices and the right atmosphere?
The team consumed more than 1,000 snapshots of the environment to bring us a simple presentation that matches the details of real-life environments rather than creating environments that are close to reality.
The UE4 engine offers a more high-tech exoskeleton than ever before and is called real-life imaging technology, joining forces to work on video to extract the power of the UE4 engine.
Reality photography is one of the biggest goals of computer graphic makers in games or movies and is inspired by photography and not a modern science that has evolved from what it used to be.
The point is to create something that looks real that introduces the player to the surrounding sin, which in itself is a separate knowledge that I searched for and found to be a source of creativity and complexity for many branches that I do not like to go into detail and explain.
Charming, dazzling and engaging graphics.
I love games with a unique experience and The Vanishing of Ethan Carter is an example of this, as it has a solid story and impressive graphics even though it has 5 years of release on the UE engine.
But it's competing with games that are currently being released if they don't also outperform them in terms of graphics realism and huge budgets, and I remember my experience of 2015 was shocking to me and amazing about the detective's journey and the search for the absolute truth behind the crimes.
In the same year, the game was launched in 2014, an official article was published by Posnanski, one of the game's painters, talking about realistic gaming photography for use and his game as well, the era of realistic 3D graphics on our outskirts.
I will quote him as explaining the idea and some information to simplify it for you and I would recommend reading it as well and I will start with "assets are no longer a simplified approximation of reality, they are real and realistic."
Well, it's an idea called pictorial measurement that allows 3D scans to be masterful, it can be used to scan anything, and it's often used to scan mountains and buildings because of the difficulty of any other method, and its needs are easy, a phone camera, an imaging meter and a computer that automatically collects images to form an image. 3D realism.
Thinking what I'm thinking? A phone, a program, and a computer are enough to get to a simple 3D reality, right?
It's not easy, Bosansky says, that the process is practically too complicated if you're not skilled at scanning, you'll come up with a failed model.
Is that the reality?
Through photogrammetry or pictorial measurement no longer create environments and you are far from those environments that you want to create, but go to them and take a lot of pictures of them from all angles and this results in a cloud of dots in a three-dimensional space representing a real object and the program connects those points to create A three-dimensional model as in the picture above.
If you want to scan the human face, the movement of the facial muscles moving between images means errors in scanning because their difference between images will be a problem in the final model.
You don't need to fully cover the object with the images you can shoot on long parts as long as they overlap and the more images you have, the more accurate the final form is in detail.
If you master it after many attempts the result will be a storm of mind and comfort for the eye by looking at its fine details, and you just want to stop for minutes and look closely "pictorial measurement") the outcome of high accuracy in the external structure of the model.
You may be confused about how that dirt has accumulated in a particular place or some areas are stained with accumulated rust, it's not random, your mind is usually not like this.
But notice your mind when things aren't normal as in video games and Ethan Carter's example is the right eye you'll see the most realistic environmental parts ever created.
What about the present?
Creating 3D art, whether in games or movies, is a dynamic, difficult-to-be variable, a phase that is completely different from the above because it's costly and quite stressful.
Imagine the architecture of The City of Los Angeles in GTAV or The City of Paris in The Foundation Creed Yonte and the beauty of those places and convey the smallest details of their basic reality, but they are not destroyable or the whole like and this can not happen at the moment, this is the challenge facing the makers of graphics cards Always and ever drool.
"Game developers are increasingly interested in highly simulated dynamic worlds that allow the player to create and destroy an environment in different ways," says Tony Tamasi, Nvidia's technical vice president.
The opening sentence at the beginning of the article is by IBC Founder Tim Sweeney, who is known for his work on the UE engine and the fact-telling is outdated since 2013.
At that time, their focus on the Gears series was why don't we look at where we're right and what we're expecting right now and leave the past back?
A few weeks before I wrote gears 5, which uses the UE engine of course and big-budget games, it's always been the one that drives the gaming industry, uses the full power of the home device and sets higher standards for those who are coming.
I just finished it and I see it as a technical miracle in this free engine and what I have reached, a beauty that looms and breathes life into this world and feels that it offers touches of the next generation of home appliances to the point that the normal Xbox couldn't run perfectly.
The technical performance has been praised by Digital Foundry, which specializes in gaming performance as consistent with the performance of frames on Xbox one x and even on 4K and offers dynamic environments that are inherently charming and have little impact.
The studio's technical developers were interviewed by DF you can read here the question I was interested in and related to the theme of our conversation was about pictorial measurement.
DF: "Gers 5 does not adhere to strict realism in its demo where its material contains some of the imagination does this change the external structure? Compared to a more realistic presentation?
The response is: to some extent, our materials tend to be real, but our objectives are not, so the pictorial measurement cannot be relied entirely on generating assets for us. We tend to accumulate some difficult assets and then modify them and make them more cluttered.
Accident and tragedy, then help.
One day there was a fire of the most important french landmarks if not most important Notre-Dame located in Paris, is the history and culture of France and its beating heart is an old building with a place and heritage for the French.
One day there was a fire and a large part of it was destroyed, including the two main towers, so what was the reference for them to redesign the building as it was before?
You may have heard the reference of the engineers who contributed to the return of the building, but you don't know the details, so I'd like to explain it.
What I'm talking about is assassin's creed unity, which takes place in Paris, after the news of the game's contribution to that Maxime Durand, one of the producers of some parts of Assassin's Creed says:
"Some people think we sent an army of drones into the building to pick up and clear the whole place," he said, answering how the building was photographed so big, his response was "Realism is the pictorial measurement."
He continued: We relied on the pictures and video in the modern era of the building to make sure to convey the details and some employees took more than 5000 hours of work inside and outside because the whole building can explore.
Ubisoft has a huge database of data about the building that will surprise me if it already exists, it's strange that we got to a game to contribute to the reconstruction of a building because it has a previous model that is technically advanced and has reached the balance of reality as it is.
It is no stranger to Assassin's Creed in all parts who are interested in the transfer of civilization and culture in the smallest possible detail in its chosen age and its heritage.
Bright lighting I can not see you.
Lighting - The effect of lighting on the level of the development of the gaming industry and the experience of the player and the delivery of ideas through it, is like a surreal weapon relied upon by the developers to project a painting on a wall or to illustrate a hidden hideout for you where the supply is and rest, and then complete your journey by turning around the basic.
Yes, it is a weapon and can influence your absorption without having to think.
Ancient relics in tomb raider's dark museums face a mystery and lighting adorns the museum's tools to know what you need to keep in mind to do something or move it.
Yes, sometimes it's a way to help you, and you didn't ask for it or learn it, and sometimes it's there to increase the details of this miserable world, and its high brightness in re-release RE 2 to see the police station from a huge distance and guess its entrance to force you to see the dead walking at close range while they are preying on a former victim and Hungry for more.
I added an element of horror to me in a murder that I felt weak in front of them and I was the next victim to them.
The eyes are the place of ratification and the gate of the soul design and its reflections on lighting and reaction represent the reaction of the player and must be emulated on an event.
The design of the eyes is important and has an effect besides the lighting and has evolved significantly, the games are currently characterized by realistic sources of natural light that simulate the interaction between light rays and moving objects.
I remember by chance in Uncharted 4 when Sam and I were completing the treasure hunt in one of the dark caves I was carrying a light bulb and by chance, I directed it directly towards Sam's face so his reaction was to close his one eye so that he could see in the second.
Technical expansion does not always depend on the fact that it is in the fundamentals up to the fine sides and those effects are few that are mentioned in the reviews and general opinions because of the lack of impact and they are just close to reality and add value and do not decrease.
I mentioned many examples in the past about the development of technology and pictorial measurement and its effects, why don't we go together to the future and leave the past and the present behind and conclude the article with it?
Microsoft presented in e3 last introduced a game for a while I had the feeling that it was a game on the next generation or something like that attracted my attention wholesale Real-time 4K and Satellite Data in its beginning as well as artificial intelligence from Azure.
A game using a satellite. You can watch her show here and come back to finish our conversation.
As is clear in the video, the new Flight simulator seems so amazing that it looks really realistic and if you show it to someone who isn't interested in games, it won't mind that it's a game.
Creating real locations in the world including Dubai and San Francisco and by satellite, the geographic environment has been captured and will be navigating through different scenarios thanks to Azure cloud computing technology that enhances artificial intelligence and learns the driving experience in changing light conditions. Dynamically. Azure may show spells turning the sunny trip into rainy
FS will be too big to have a tablet or can be downloaded to your device may be one of the examples that will live only or partly on cloud computing a huge data volume and Microsoft will do a lot of visual and technical processing remotely and direct the results towards the screen affecting your urgent need for a home device to It's about the future.
Those servers that they are showing off in the present time welcome their entry and their great impact. When you look at what FS has to offer in many ways, it's not just Artificial Intelligence technologies and impressive graphics, but it pushes the gaming industry beyond the limit that has been a barrier to mega studios.
This already broader shift with the increased cost and magnitude of games is the best solution for Microsoft's data processing by cloud servers.
What we are now of great studio technical capabilities, they create for us the reasonable realism that we've been looking for and are unique in innovations for years and we've seen them improve.
So it's hard for us to observe to compare the past with the future. We are experiencing tremendous technical progress, not only on the scale of video games but also on our daily and upcoming lives.
I wanted to highlight some of the current developments I've seen with my own eyes. I hope you enjoyed reading the article as I did in writing it.
Don't forget to give your opinion on the comments.
© 2019 Jaber Khater