>>2691
Anon, we went through this like 5 times already. We're not talking about in-games graphics reaching the amount of polygons, shaders, bamp maps and so on of a movie grade CGI. We're talking about it
looking like it's a movie grade CGI. Because the threshold for perceiving something as realistic or high-end CGI is way lower than a state-of-the-art model with each individual hair rendered and ray traced. And we've reached the level where even in-game graphics can produce movie-tier looking images.
Not replicate it on a technical level, but reach the similar end-result. Are we clear on that? There's no tangible way to improve on this. Humans just look like humans in games now, there's enough polygons to simulate that and the lighting is good enough to lit it in a natural-esque way. That is really the threshold, everything else from here on out is just window-dressing for the tech savvy nerds.
>Awakens was an in-house production by the Unreal Engine team, those guys know their shit and have the added benefit of understanding the tech inside and out.
Knowing how the engine works has nothing to do with the ability to recreate real life, you need a completely different set of skills and knowledge for that. They did what they could to the limit of their abilities. I can guarantee you that if they asked some Pixar guys or Quantic Dream guys to help them out the end result would have been drastically different. In fact, looking at Unreal's attempts as photorealism, they kinds suck at it in general.
>They don't though
Aaghh anon, I'm talking about normal fucking fags. Yes they do, to them.
>Doesn't that suggest though that there's improvements beyond PS5 that we'll see with the next gen, the fact that people always think we've hit the limit?
No, because the limit has been there since day one - "what if games could look like real life haha, wouldn't that be rad". That has been the dream goal for every new generation, though up until a certain point most devs didn't even try for the obvious lack of tech and instead created their own artistic visions of reality. Well, they are
now, there's nothing beyond that sadly but obviously. And now you also can't go back to the wonderful visual creativity but it would look like a step back. That's why I hope normalcattle grows tired of boring photorealism.
>Well let's look at your examples
Anon, the screenshots I posted will literally pass as photographs to an untrained eye if you print them in some magazine somewhere (minus the character models, we're talking backgrounds here as I mentioned). These are in-game graphics from a 7 year old game with a new lighting rig. You can nitpick them but they in fact look like real life at a passing glance. There's no improving on
that. Will the poly count be improved in 5 years? Yes. Will lighting be improved in 5 years? Yes. Will anyone be impressed with a photorealistic image before their eyes in 5 years? Not really, because they already saw it.
>but all of those cut corners add up to dispel the illusion
If you freeze frame the best CGI ever made and start scrutinizing it you'll find plenty of things that dispel the illusion. The illusion is sold through the larger picture which is what we're talking about here. Photorealism is basically a gimmick, it's impressive once, it doesn't matter if what you saw was the illusion or a mega rendered super model, you're not gonna be impressed the second time when it
is a mega rendered super model.
>I would say picrel is a pretty obvious jump anon.
Only in a direct comparison to arguably one of the best photorealistic renders ever produced. And we're still talking about a 4+ year old game from the previous gen. I said it already, you show that Beyond head to a random guy on a street and he'll say it's from some film.
>but humans see reality every day, we know when something isn't right even if we don't have the words
That applies mostly to humans, the uncanny valley, you can go on jewgle and find countless incredible photorealistic images that fool your eye but finding even a single 3D image of a human face that passes would be a challenge. We're biologically evolved to communicate through faces after all.