A recent return to Morrowind reminded me that graphical fidelity ain't got shit on a creative level designer. At the moment, graphics in AAA titles aren't that far off from photorealism when still, but as soon as things are moving they look like video game graphics again. That Halo 4 video has really shocking detail, but it doesn't draw me in any more than anything from Halo 1 because as soon as that woman starts talking she looks like an emotionless action figure. A highly detailed one, but still not a real person.
ScrabbitRabbit said:
We might not necessarily see a huge spike in budget sizes. Think about it; extra processing power means that certain work arounds no longer need to be implemented. For example, rather than having baked-in shadows that take a long time to create, just have them rendered dynamically in the game world. Unreal Engine 4 is explicitly being designed to make it quicker and easier to build complex and great looking games.
This is what I'm hoping for. Rather than having to devote fifty artists to tasks that don't make the game any more enjoyable, it would be great if a lot of that can be handled by the engine alone. Physics simulations are much simpler to implement (and more resource friendly) than they were just a few years ago, and a big draw of the Unreal Engine 4 is it's real-time lighting and particle effects.
I'm personally holding out for realistic liquid physics, like in those Nvidia demos a few years back. Indie devs should have a field day with that.