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@sheephats:
Get off of Crysis' nuts already!!
How does that reply make any sense? You made a claim, so I gave you some example games that show that your claim was incorrect.
@sheephats:
Get off of Crysis' nuts already!!
But I want Crysis 4 dammit!
Crysis is the soul reason why I became a PC gamer in the first place back in 2007.
Crysis 4 would be great if they back to its roots.
but Metro took the crown.
Metro took the crown in what exactly? Crysis 1 was a total different kind of game.
@sheephats:
"How does that reply make any sense? You made a claim, so I gave you some example games that show that your claim was incorrect."
It wasn't incorrect. You were talking about rendering and I wasn't. Toy Story 1 had a team that spent months rendering every scene bit by bit and it was all scripted. The kinda 3D architecture developers use with games is dynamic and is put through paces the Pixar team didn't have to.
If the Pixar team behind Toy Story 1 saw what technology we are using today in videogames, I guarantee you that they would all shit their britches!
Besides, have you seen how muddy the textures were in Toy Story 1? We got 4K now for God's sake!!
@sheephats:
"How does that reply make any sense? You made a claim, so I gave you some example games that show that your claim was incorrect."
It wasn't incorrect. You were talking about rendering and I wasn't. Toy Story 1 had a team that spent months rendering every scene bit by bit and it was all scripted. The kinda 3D architecture developers use with games is dynamic and is put through paces the Pixar team didn't have to.
If the Pixar team behind Toy Story 1 saw what technology we are using today in videogames, I guarantee you that they would all shit their britches!
Besides, have you seen how muddy the textures were in Toy Story 1? We got 4K now for God's sake!!
This again has nothing to do with the original claim. :/
@nepu7supastar7 said:
We're definitely past that in animation, lighting and textures but we're still a teeny bit off on polygonal count.
The highlighted part is what I replied to. We're not a teeny bit off in polygon count, Crysis back in 2007 got very close to have Toy Story level polygon count in real time. Since then many games have surpassed Toy Story.
You're of course right with the other part of your comment but I was never disagreeing with that.
Not yet
Well, i'm so sorry for my poor english but i'm gonna try to explain my perspective about KH3 graphics in comparison with Uncharted, God of War or even Gears of War 5 today.
I believe that if someone could achieve some kind of time machine and go back to 1995 bringing to the pixar's developers a PS5 or even a Xbox Series X, the entire Toy Story 1 movie could be probably rendered at better resolutions and many other assets like subsurface scattering, ray tracing and even better frame-rates(30 fps). Because the movie runs at 24 fps as I've known.
I mean, KH3 is not a good option in terms of graphic comparison because we're not talking about something created by Naughty Dog, Santa Monica, Crytek, Guerrilla or Coalition Studios that uses the maximum power of Unreal Engine 4 or Decima Engine. I know that even if Naughty Dog started a development of some Toy Story's tech demo today, this is not something that PS4 and Xbox One could handle today.
But, what about PS5 and Series X ? Maybe... I think that Ratchet and Clank Rift Apart and Horizon Forbidden West with all that environment are two exemples os console games that reach the level of geometry, lighting and animations os Toy Story 1. And we're talking about games that runs in 4k 30fps using ray tracing and a bunch of high definition textures, that Toy Story never imagined.
I believe that a single PS5 replaces multiple super computers from 1995... I don't believe that we need a RTX 2080Ti as was said by another user in another forum... Just look at the future PS5 games and compare with the complexity of making Toy Story in 1995.
It's a case-by-case basis on techniques, but overall I'd say yes. Plus, we have a difference of real-time rendering versus hundreds of hours in a rendering farm.
I'd be more interested with much more modern-CGI, which I doubt we have.
Edit: Missed that this was a bumped thread lol. Flicking between Hanna on Prime and other things, so I definitely glossed over that.
Damn, this is a weird necro.
In a lot of ways, yeah. Difficult to make direct comparisons between many elements, the approach has changed drastically. But I think the final results speak for themselves.
For instance, Toy Story used Nurbs rather than polygons/sub-ds, a terrible approach for characters especially. These days video games can handle enough polys to meet and exceed the look of Toy Story's models, delivering on far more complex forms even if lacking "perfect" curves. The workflows that lead us to the final asset have greatly improved as well. Can sculpt on tens of millions of polys at a time, creating form independent of topology concerns, dialing in mesh detail that would have been considered a dream at the time. Then blanket the sculpt with optimal topology, maintain the larger forms, and bake out the rest to normals/height. Allowing artists to art, and work out the more technical elements after the fact.
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...just realized this could be a monster post for a thread that will likely be locked lol.
Keeping it short on the rest, would say shaders, materials, and various effects have greatly improved as well.
One limiting factor inherent to games is the animation itself. Tough to compete with something that has unique animations all the way through, framed with specific purpose, created by some of the best animators in the biz.
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