http://publications.dice.se/attachments/Siggraph10-BPS-5_Major_Challenges.ppt
dice的siggraph10中的一篇,可以说是从更高的一个角度来看待RealTimeRendering的现在和之后的趋势。
cg级画质
这部分可以考虑的很多,但是可以我们做的似乎比较有限。
- Antialising---这个新的显卡在逐渐改进csaa这种。
- motion blur,
- Depth of field,
- order independent transparency----dx11好多了
- tessellation----dx11也好多了
illumination
- realtime gi
- high quality shadow
- reflection
rasterizer pipeline在画质逐渐向cg水平进发的情况下越来越颓废。
rasterizer出生的时候就是走的一种简单模拟光影的路线,走到今天,这种简单模拟已经很捉襟见肘了。
programmability
GPU在编程灵活性上仍旧过于局限,尽管能力很强,都是TFlops这个级别,但是仍旧需要在高度并行的情况下才行。
不过新的显卡的确在不停的进步,通用编程能力越来越好。
感觉也还好。
还有就是gpu里面很多的东西是定死的,像zcull这些东西,如果可以编程,那么可以想象,效率会更好。
production cost
这个是这个文章比较好的地方,就是硬件越发大规模和复杂,游戏内容越来越多和复杂。
cost是个很大的问题。
cost归根到底是生产效率的问题,在一个项目开发成本(money&time)有限的情况下,生产效率直接决定最终的quality和营收。
生产力的一个重要方面是人,另一个重要方面是工具。
现今趋势下,engine和工具之间的关系和carmack时代有着巨大的不同,鄙视工具的行为只能说是过时的和不具有前瞻性的。
dice在frostbite2上面的工具投入是20人年,比如一些procedural的技术就是很棒,美术可以很短时间内,创造出美轮美奂的level。
这里另外想说的还是积累,在工具方面的积累会造成生产效率的提高,这将会导致积累的工作室和不积累的工作室有本质的差距。
好的工作室仍旧可以应付硬件升级带来的内容增加的挑战,因为他们的工具更强了,生产效率更高了。
scale up
sub-surface相关的render也很重要。
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