bismarck55 said:
No, I am suggesting that that Developers invest in other, now more important (as in more important than squeezing out a slightly higher level of anti-aliasing on the 360 for the newest ultra generic douche-bag simulator, for example) areas of game development. Graphics don't just magically get better with more powerful hardware, it actually takes time, effort and skill (and therefore money) to produce high quality graphics, and the better the graphics, the more time, effort, skill and money is required.
Mm. I always thought the goal was to get the same or more advanced physics for the models, for example, with better graphics.
But that's not the case. The truth is that "people", as proven by the success of Call of Duty and Halo, vastly prefer very basic models for gameplay, as long as the assets are scripted and polished well for particular angles in the cutscenes.
Therefore, using more and more time on one-shot animation that can't actually be used in game has become a widely accepted practice, specially among those developers who have loud and obnoxious directors and producers who like to sell their games a lot better than actually making them.
So instead of ordering complex splines from the artists, with paths that could be affected by the physics engine, and dynamic hair, with realistic poses and steps that change subtly depending on speed - we get animations in two states with an on and off switch.
This is because of "people" who insist, again and again, loudly, that having anything else but smoke and mirrors in games is a waste of time. At the same time, they are also complaining that if they were to do anything better, they would have to spend even more money and get better paid to micromanage every scene step by step.
Of course, "current tech" on certain platforms also will struggle with updating models like that unless the requirements and methods change, and different requirements are inserted for the development process.
So what actually is going on is that these ***** developers are so invested in current backwards technology that they are never going to renew their methods, or attempt something new. They will then start to rag on tech - commercially available tech, and old tech - that /specifically/ addresses their particular issue in a very narrow and impossible to dismiss way, by simply saying they don't want it. That it is too expensive, and that it's not what "people" want.
So you are right - what developers should be doing is to create more immersive game-worlds with the new tech, instead of tweaking out slightly more anti-aliasing out of the xbox, because that sells boatloads of games if you add a Waterworld advertisement budget. That is a brilliant point, in fact.
(Now, let's get back to noising about how anti-aliasing on the 360 is a selling point that should trump CUDA, OpenCL, Cell, or whatever else the industry can "hype up", for the next decade or so. Because this conversation suddenly made all to much sense all of a sudden).