Approximations (AI sludge) of approximations (rasterization + lighting) of approximations (computer geometry) lmao
Actually bourgeois mindset, the further abstracted you can become away from real work the better
Wtf is going on? Are capitalists just that far past paying programmers to write fast algorithms instead of copy-and-pasting stock Unreal-Unity render pipelines or have we actually hit some kind of technological limit of scene complexity that they are trying to resolve?
have we actually hit some kind of technological limit of scene complexity that they are trying to resolve?
For gaming purposes, we haven't. Games keep increasing their level of polygons and rays and overall computational demand, but we have long ago hit the point at which additional geometry makes games look better to human eyes.
The aesthetics of any modern game will depend 99.9% on the skill of the art team and their ability to cooperate with the game devs.
Approximations (AI sludge) of approximations (rasterization + lighting) of approximations (computer geometry) lmao
Actually bourgeois mindset, the further abstracted you can become away from real work the better
Wtf is going on? Are capitalists just that far past paying programmers to write fast algorithms instead of copy-and-pasting stock Unreal-Unity render pipelines or have we actually hit some kind of technological limit of scene complexity that they are trying to resolve?
No one wants to do geometry anymore smh
For gaming purposes, we haven't. Games keep increasing their level of polygons and rays and overall computational demand, but we have long ago hit the point at which additional geometry makes games look better to human eyes.
The aesthetics of any modern game will depend 99.9% on the skill of the art team and their ability to cooperate with the game devs.
prototyping a rocket engine in solidworks with dlss making all the measurements between stuff wiggle around everytime i pan the viewport around