Anyone kind of sick of physically based rendering in games? I much preferred the look of artist-driven shaders from the late 2000s.
I couldn't give a hoot of assets and effects being rendered physically correct, games are an abstract medium and having every game use the exact same shading method is starting to make games less visually interesting as a whole.
To be desu with you I don't know what it actually means
Matthew Cox
yep another reason for demise of AAA no one really gives a shit about muh energy conservation and other crap from professional programmists
Noah Martin
Yes. Shadows for instance, I don't care if a shadow is just drawn on if it is done interestingly. Realistic lighting can make the scene more bland with no real vision
Lucas Evans
Some arc system works guy did a long talk at GDC about non-realistic rendering and what techniques they used for Guilty Gear Xrd. Very interesting.
Ayden Lee
pbr is a meme its just an excuse for modellers and texture artists to make really simple textures and specular masks
Jose Gutierrez
Yep, my favorite games all use toon shading or handpainted styles. Realism is the "easy way out" to make a game look good, everyone just cums from seeing a couple trees with godrays, bloom and lens flares.
Take this as an example, a guy making some areas from OoT in Unreal 4, everyone is like "WOAH MAN U SHOULD WORK AT NINTENDO!!! ITS AMAZING!!" when in reality the animations, controls, level design, consistency and readability are all a fucking mess.
It's not necessarily the easy way out, from what I understand WW like graphics are much cheaper to make and easier on the hardware, yet devs still insist on realism when it doesn't look better, and takes resources away from other things.
Jace Ramirez
>pbr is a meme its just an excuse for modellers and texture artists to make really simple textures and specular masks
Ethan Sanchez
Oh, when I say "easy way out" I mean because it's the most safe bet you can take, also that it doesn't require any visual design, anyone can make realism if they practice and read all the documentation about it, but creating a whole new style that is cheap, easy to make and looks good, is pretty damn hard.
Asher Myers
>porting assets into ue4 is art no
it's the worst meme. the mario sunshine one was straight up disgusting
Grayson Sanders
Yeah no shit, games are all starting to look the same now
Julian Lewis
>Glossy highlight on what should be a rough skull >defused as fuck skin, no delineation or concept of skin having texture
OP here, this is sort of what I mean.
Anthony Johnson
True, I see what you mean now.
Charles Gonzalez
didn't know a human could be this wrong incredible
Jack Cox
So cartoons would be better is what you're saying. That would be more accurate to your idea of what things should look like when rendered, yes?
Landon Lewis
But you posted cartoons too, just slightly more realistic.
Gabriel Brown
Ah, is PBR why BF and BF1 look the way they do?
Juan Taylor
You're not making a whole lot of sense at this point, my friend.
Jaxson Evans
No, I should have clarified. PBR shading puts a lot of emphasis on glossy radiance and diffusion which detracts a lot from high-frequency patterns like skin.
In this screenshot for Ground Zeroes for instance everything looks like rubber. Even Big Boss' hair is perfectly reflective and doesn't show signs that he's just climbed up a fucking cliff in the rain.
Joshua Morris
Please stop posting
Isaiah Morris
Yes PBR helps "realistic" games so its use is understandable in some cases
Gabriel Wood
There are plenty of artist driven games, from indies to AAA. Hell, you faggots bitched about Overwatch being fugly, because "muh realizm, mothafucka".
Carter Gutierrez
That's an issue not because of PBr, but because hair even normal is a pain in the ass to render. Now have dynamically rendered hair with physics, and appropriately clump them and apply shaders as if they were wet.
On top of all that, still work within the hardware limitations of weak consoles.
Asher Bailey
So cartoons are only anime?
Hudson Thomas
Games need to stop trying to be movies.
All the people who want to make ""''cinematic""'' video games need to go back to Hollywood.
Realistic graphics look better. You'll understand once you grow up.
Wyatt Nelson
They only look "realistic" for about six months, then they look like shit and dated when something better looking comes out
Nolan Ramirez
>You'll understand once you grow up. Spoken like a true 14 years old.
Justin Edwards
Silly faggot. Devs don't care about you. One thing you need to understand about pro game designers and programmers is that they love a challenge. Imitating a cartoon isn't very challenging.
Brody Green
Dishonored has the right idea with stylized realism
It ensures longevity
Jose Reyes
>Anyone kind of sick of physically based rendering in games? I much preferred the look of artist-driven shaders from the late 2000s. Maybe first look into a topic before commenting on it? PBR dosnt mean realistic, it means a set of unified rules for shading. For example splitting light interaction into reflected and refracted light or making sure that reflected light isnt brighter than the light source itself. Basically making sure that no materail stands out and everything fits together. You can still have very stylized graphics eve using a PBR renderer.
You ether go forward or stagnate
Carter Wood
kill yourself, cancer
Carter Barnes
>toon Fuck off, man.
Jonathan Ramirez
You both are late, discussion is already done. You can go ahead and shitpost now.
Lucas Thompson
It's not too late to kill yourself
Luis Richardson
I saw that a while back, it's a really well done explanation.
the tl;dr of it is that basically "it looks good" is more important than "it looks realistic". Which is definitely a stylistic choice more than an objective fact, especially with how much "hyper-realistic graphics" are how many AAA titles are marketed at modern gamers nowadays, but it's a choice I wholeheartedly agree with.