Game graphics and its problem

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gorfias

Unrealistic but happy
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JohnnyDelRay said:
I wouldn't be too worried about it....
Personally, I think art style wins over everything.
I do prefer Bioshock 2's visuals to Bioshock 1's even though most people agree 1 is superior graphics wise. By comparison, 2 is almost cartooney. But art direction and content matters. By 2, Rapture had become over-grown with bright coral. It was beautiful.

And if you really don't want graphics? There are plenty of games out there, such as FTL, that really don't have'em. For us graphics whores? Leave us alone! Bless anyone constantly working toward better and better graphics. Otherwise, I'd still be playing PS2 (first console of which I'm aware that got the 2 thumb stick thing right. Games have not really changed much in game play since then. The most notable change has been the graphics and I love them.
 

Cowabungaa

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Ambient_Malice said:
Graphics disputes often get bogged down in very personal opinions on art style.
Well, one of the more objective things (read: more, not completely) you can do is try to figure out whether a game's visual design does what it sets out to do. Does a game's visuals express what it wants to express, does it gel with the atmosphere of the rest of the game? Etc, etc.

That at least moves the discussion past "I like this/I don't like this." Because sure, you can't like a certain art style, but you can at least have a fruitful discussion about whether or not it at least does what it wants to do well.

Take TF2, at least at launch, for instance. It isn't to everyone's taste, but you can make solid arguments about, say, it's character visuals helping gameplay by being very visually distinct, that the kind of textures and colours they use help making levels easier to recognize and navigate. But also whether Valve managed to capture the 60's spy-fi feeling they were going for. That sort of thing.
 

LordLundar

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The real issue is because people confuse graphics for aesthetics. Graphics is a case of graphical fidelity and framerate. These translate to how fine the details are and how smooth the game runs at and are largely objective. Take NSMBW which runs at 480p at 60FPS and compare it to NSMBU which is at 1080p and 60FPS. Both are equally smooth but the U game looks better because it has a better fidelity. A higher resolution which allows for finer details and a higher framerate which allows for smoother gameplay ARE objectively better. Whether they're necessary is a different matter. A JRPG or TBS can get away with lower framerate for example and a sprite based beat em up can get away with lower resolution. But that doesn't dispute that they will look and play better if they accommodate higer resolution or higher framerate.

This brings us to aesthetics which is where most people make the confusion. Compare Batman: Arkham City PC with Smash brothers 4 WiiU. Both run at 1080p at 60FPS but Batman focuses on a more realistic aesthetic while smash Brothers focuses more on an animated design. The design choices are largely subjective but most people having the argument would say that Batman is more about "graphics" while Smash is considered more focused on "gameplay". This is not true. Both are great games that have largely an equal focus on graphics AND gameplay, but approach it in two different manners. Which one is better is entirely subjective.

So the real argument isn't about graphics vs gameplay. If it was the games being compared would be vastly different and so would the arguments. No the argument is over aesthetic choices centering around realism vs non-realistic and THAT argument is never going away because it's akin to an argument over which tastes better, apple juice or orange juice.

(and if anyone tries to derail the thread into THAT argument I will personally report your posts)
 
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Ambient_Malice said:
Graphics disputes often get bogged down in very personal opinions on art style.
You've got a nice point there, and I agree, but...

Since the games you mentioned use a realistic style, can we not say that graphical fidelity increases aesthetics? I believe these two are tied together. I believe the best looking games that go for realism are the ones that are, well the most realistic. What I mean is something that is visually believable is more pleasing.

I'm here to argue that unrealistically rendered games are one ones people say have bad graphics, and are unappealing.



It is plainly obvious which one is more aesthetically pleasing. The one on the left cannot happen in real life. The one on the right has diffuse reflections and color bleeding.

Ambient_Malice said:
Likewise, games such as MGS V, with really iffy visuals in a lot of cases, get praised for their graphics by fans because "art style". Bad texturing, low polygon counts, barren level designs -- none of that matters because "I like the art style".
I'd say that the biggest advantage MGSV is is photorealism. We have real life objects scanned into models and motion captured animation. In addition there is lighting and material shaders that make objects look like actual materials. The game looks true to life in its colors for objects in sunlight and in shadow.

On the other hand, we can say something looks bad because it is unrepresentative of real life.

Since Fallout 4 has been mentioned alot, it's plainly obvious what the issue is. It is basically Skyrim with more post-processing. It may look good when you're being blinded by godrays, but its lighting is still meh.



Notice how all the shadows have no variation in them, like they are the same hue and tone. It really doesn't help that they are so dark. There is no diffuse reflection from sunlight. If you are ever in a large area of shadow, you can notice how little variation in lighting there is, like seeing only textures and no lighting data in an editor.

Is it realistic to expect real time global illumination in an open world game? No, but there are reasons why Fallout 4 looks dated. There is no prebaked lighting, so you won't get realistic lighting. Textures are either grainy or plastic looking, giving this really annoying noise effect, like one of those texture mods with really bumpy normals. Is it an aesthetic choice to have a game look artificial? Not really. It's more like a technical limitation.
 

Remus

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Graphic fidelity itself isn't a problem - it's how those graphics are used. If they're not used in a way to encourage the player to keep playing then all the realism in the world won't make the game any more fun. The Witcher 3 does it right for the same reason Skyrim did - it triggers wanderlust in a player, that desire to see that lighthouse on the cliff or that tree at the top of the mountain, the valley with a stream rolling through it or the natural greenhouse in the center of a cave. Medieval open world RPGs are full of moments like this, but it's rare to find the same thing in a modern day setting. Hardline may have the high res textures, the lighting, the rain effects, realistic character models, but there's no point if it's wrapped around an otherwise unappealing game.
 

LordLundar

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A Fork said:
Since the games you mentioned use a realistic style, can we not say that graphical fidelity increases aesthetics? I believe these two are tied together.
You're not wrong in that, but while graphical fidelity can enhance aesthetics, they cannot replace them for the sake of the argument. That's where the argument of the "graphics vs gameplay" tends to fall short. It's why the arguments center around the likes of MGSV vs Mario Kart 8 in that respect, where MK is considered having "worse" graphics and MGSV is labelled as having "better" graphics. But in terms of graphical fidelity, they're not as far apart as people think, just having different aesthetic approaches.
 

Ambient_Malice

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Remus said:
Graphic fidelity itself isn't a problem - it's how those graphics are used. If they're not used in a way to encourage the player to keep playing then all the realism in the world won't make the game any more fun. The Witcher 3 does it right for the same reason Skyrim did - it triggers wanderlust in a player, that desire to see that lighthouse on the cliff or that tree at the top of the mountain, the valley with a stream rolling through it or the natural greenhouse in the center of a cave.
Your argument isn't exactly wrong, but it specifically applies to RPG-type games that are usually open world. A cynic might refer to them as Ocarina of Time clones. Every game of that type wants to have its Hyrule Field moment.


Oh, what's over that hill, I wonder? Let's just wander up this path and find out.

Remus said:
Medieval open world RPGs are full of moments like this, but it's rare to find the same thing in a modern day setting. Hardline may have the high res textures, the lighting, the rain effects, realistic character models, but there's no point if it's wrapped around an otherwise unappealing game.
The problem here is that Hardline is a linear-with-open-areas stealth FPS. It's not an open world game. Its graphics are not supposed to evoke a sense of wonder. It's supposed to create atmosphere and to facilitate storytelling. "A picture says a thousand words" and all that.


Once upon a time, this might have been a prerendered cutscene with visuals that look totally different to the game. You can SEE determination on your partner's face. You can "feel" the seediness of the hotel where you are about to make an arrest. The peeling wallpaper, the stained floors. The fact this is the only room in the hallway with a "do not disturb" sign. The game isn't supposed to make you want to explore. It's supposed to make you want to arrest all these perps without a firefight. The word "immersion" is kinda flimsy, but that's basically what these graphics are trying to do. Immerse you in the world. (And on a very important note, Hardline's MP and SP were by different sub-teams, which is very likely why MP has vastly inferior lighting, art design, and all that.)

There also is an interplay between graphics and gameplay. Something as simple as characters casting proper dynamic shadows has huge effects. In Conker's Bad Fur Day, our plucky protagonist has a dynamic shadow. Huge technological achievement. This shadow is a framebuffer-based shadowmap using a low LOD version of Conker. It responds to the strongest light source. It also destroys depth perception, making Conker kinda hard to "platform" at times.


See, Mario's simple blob shadow in Mario 64 isn't just a cosmetic nicety. It serves to provide a depth reference between Mario and his environment. Conker lacks this basic method for determining where he is in relation to the game world because his shadow is cast in random directions by light sources.


Anyhow, on the subject of "good graphics", I find Battlefront III to be a totally unappealing game. I have zero interest in MP-only FPS games. But I can look at this screenshot and admire it. I can even begrudgingly admit that DICE have surpassed Visceral graphically.



A Fork said:
Since Fallout 4 has been mentioned alot, it's plainly obvious what the issue is. It is basically Skyrim with more post-processing. It may look good when you're being blinded by godrays, but its lighting is still meh.



Notice how all the shadows have no variation in them, like they are the same hue and tone. It really doesn't help that they are so dark. There is no diffuse reflection from sunlight. If you are ever in a large area of shadow, you can notice how little variation in lighting there is, like seeing only textures and no lighting data in an editor.

Is it realistic to expect real time global illumination in an open world game? No, but there are reasons why Fallout 4 looks dated. There is no prebaked lighting, so you won't get realistic lighting. Textures are either grainy or plastic looking, giving this really annoying noise effect, like one of those texture mods with really bumpy normals. Is it an aesthetic choice to have a game look artificial? Not really. It's more like a technical limitation.
Fallout 4 is more advanced than its predecessors for two main reasons. One, a majority of entities cast shadows. Everything from basketballs to cue balls to tins of dog food. That's kind of a big deal, and also a huge performance drain. Secondly, Fallout 4 has sunlight shadows. And the truth is that sunlight shadows are a huge technological problem. Fallout 4 and MGS V both suffer from noticable shadow movement. MGS V has stuttering shadows. Fallout 4 resorts to moving the sun light source in significant increments. The shadows move a foot or so, stop moving, move another foot or so. It's rather glaring if you look closely.

Because the shadows are all cast by a single light source, the sun, that causes them to all have the same level of brightness. This isn't unrealistic, per se. But in real life, shadows do not look the same at three feet and three meters. And as you point out, there is no reflection of light from that rather light-coloured ground.

Various methods can be used to make shadows look more realistic based on distance, but they're a huge performance drain, especially in open world games, solving half the problem. But in fact this is where the rub lies. Fallout 4 has massive draw call bottlenecking problems with its shadows on higher draw distance settings. Fallout 4 has no problem rendering a pantry full of tin cans all casting very nice shadows on the tables and such. But outdoor environments are a massive headache to shadow, especially during the day. That's often why open world "urban" games often look way better at night, when everything is lit in a controlled, artistically pleasing manner. Modern Assassin's Creed games support soft shadowing systems, and they destroy performance.