Achieving Photorealism in Games
summary
Covers what ‘next-gen’ and photorealism mean in game visuals, why achieving photorealism is slow and difficult, and common ways it can be broken. Discusses core technical and perceptual problems in creating realistic graphics across games, animation and film, compares different rendering approaches, and evaluates hardware/market factors (4K/60fps, PS5, SSD, RTX 3090) that affect development and player expectations.
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chapters (11)
- 0:00Photorealism in games
- 1:08Why it's harder than it seems
- 2:32Graphics evolution
- 5:44Uncanny valley in humans
- 8:55How brain reads visuals
- 13:50Characters not photorealistic
- 17:23Texture and scale issues
- 22:42Proportions and lighting
- 29:25Animation and camera keys
- 35:23Puzzle of details
- 40:22Q&A
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