I feel the primary reason are the consoles, game devs can't push the boundaries as most consoles are around 5-6 years behind gaming PCs.
I feel the primary reason are the consoles, game devs can't push the boundaries as most consoles are around 5-6 years behind gaming PCs.
There’s been so many advancements in the last ten years outside of raytracing. Better character motion, better character AI, spatial audio, audio materials, speech matching just off the top of my head.
Every single thing about games has gotten noticeably better for realism.
One only needs to watch a Digital Foundry video or a GDC talk to see the big uplifts.
10 years is a long time too and spans all the way back to the PlayStation 3 and Xbox 360 era. So your comment is nonsensical at best
the only advancement I know of which got close to be implemented in games is https://github.com/sebastianstarke/AI4Animation (I think Sebastian worked with EA or some other big company at some point) - still haven't played anything using this though
Firstly, we’ve been doing the “same old animations” for a very long time, and in most areas of content.
Secondly, they aren’t they same old animations, technologies to produce them are becoming higher precision, more efficient, and better in many ways.
Continuing on, the amount of work being poured into dynamic animation, IK, and the like is significant.
Various locomotion systems, including AI4Animation that you linked are becoming significant contributions. Though crazy you single that out as an exception, because it is also using the “same old animations” just a large unstructured set of them. But this work is a direct continuation of motion matching, which also works on large datasets of unstructured animations, and *has* shipped in quite a few titles, and is a very significant jump in how animation is done today.
And that’s just animation.
https://www.gdcvault.com/play/1023280/Motion-Matching-and-Th...
There’s been tons of advancements on higher fidelity motion, better interaction , pose blending, constraint targeting, secondary motion, pose based deformation etc..
This will likely change in the near future as the industry invents ways to replace human modelers, texture artists, etc, with automated "AI" tools.
Nowadays I see developers doing amazing things with shaders, like you said. And stylized models are easier to make, but also less in the uncanny valley.
Realism can be cheaper when you don't care about optimizing, or AI can optimize for you. When you can scan in objects and it is workable in a game engine that's cheaper than designing them. We're there with mo-cap vs character animation.
But that engine also shows that you are not wrong with your remark about consoles holding progress back: The game barely ran on the ps4, and even on the ps5 you won't get stellar framerates... You need a really nice PC to run the thing smoothely...