We're probably nowhere close to getting real-time Pixar-quality rendering in our games right now, but we've definitely made leaps and bounds over the last few decades.
We're probably nowhere close to getting real-time Pixar-quality rendering in our games right now, but we've definitely made leaps and bounds over the last few decades.
We'll never be close to getting today's real-time Pixar-quality until Pixar rendering is good enough that they stop meaningfully improving it. What we can have is yesterday's Pixar quality rendering in-game.
(Note: I know offline rendering and real-time raster rendering we use in GPU's are completely different methods. But there is a point where the raster trickery can catch up and match the offline stuff.)
REYES really is an early take on rasterization with tesselation, designed for hardware with extreme memory constraints. Although the actual tesselation algorithm works differently from GPU hardware tesselation, the basic idea of tesselating dynamically to the required level of detail for the current frame carried over intonthe hardware.
The only tip-off I had that (some of) Nier Automata's cutscenes are pre-rendered was the drop to 30fps...
Well, they do, you just have to look back X years depending on your criteria. Look at modern in game graphics v PSX cinematics for instance. It's not even close.