F5F Stay Refreshed Software PC Gaming Why can't games be like this?

Why can't games be like this?

Why can't games be like this?

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vazou009
Junior Member
17
03-20-2023, 12:53 PM
#21
Looking at the examples you shared, it seems realistic they could become feasible someday. I’m not sure what kind of project you’d build with them, but graphics are advancing quickly. The evolution from NES games to today feels like about 37 years—so progress is happening fast. Do your calculations.
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vazou009
03-20-2023, 12:53 PM #21

Looking at the examples you shared, it seems realistic they could become feasible someday. I’m not sure what kind of project you’d build with them, but graphics are advancing quickly. The evolution from NES games to today feels like about 37 years—so progress is happening fast. Do your calculations.

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Sekiel
Member
56
04-07-2023, 02:44 AM
#22
Not feasible with today's technology, especially in games. The effect you demonstrated involved breaking a wall into countless tiny fragments. Key points to keep in mind:
- Normally, a flat wall requires just a few polygons, with a bit more for realistic texture.
- In that scene, thousands—or even tens of thousands—of particles made up the wall. Each particle acts as an individual object, requiring complex calculations for rendering, interactions, and environmental effects like gravity.
- Battlefield’s approach to destructible environments is far less advanced.
- A wall doesn’t need this level of detail or processing power.
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Sekiel
04-07-2023, 02:44 AM #22

Not feasible with today's technology, especially in games. The effect you demonstrated involved breaking a wall into countless tiny fragments. Key points to keep in mind:
- Normally, a flat wall requires just a few polygons, with a bit more for realistic texture.
- In that scene, thousands—or even tens of thousands—of particles made up the wall. Each particle acts as an individual object, requiring complex calculations for rendering, interactions, and environmental effects like gravity.
- Battlefield’s approach to destructible environments is far less advanced.
- A wall doesn’t need this level of detail or processing power.

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gavin_shaka
Senior Member
535
04-07-2023, 04:09 AM
#23
According to @Enderman, this visual effect has already been created in advance (not generated live). This kind of smooth movement might fit well in a scene as a pre-recorded clip, similar to a YouTube video. But producing such dynamic scenes and effects demands more processing power than we currently possess.
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gavin_shaka
04-07-2023, 04:09 AM #23

According to @Enderman, this visual effect has already been created in advance (not generated live). This kind of smooth movement might fit well in a scene as a pre-recorded clip, similar to a YouTube video. But producing such dynamic scenes and effects demands more processing power than we currently possess.

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Prime3656
Member
158
04-08-2023, 12:08 AM
#24
I’m sharing my limited perspective on this topic. The explosion effect you described involves breaking objects into many small fragments that then disperse and detonate. To model this accurately, you’d need to generate each piece dynamically, which is already challenging due to random shapes, varying speeds, and directional motion. While the physics can be programmed, running a full simulation for every object in real time is extremely demanding. In practice, games often simplify by treating similar items as one unit, reducing computational load. This approach is similar to the difference between watching a smooth video and editing it frame by frame. Running at high resolution like 60fps 1080p might be feasible on an iGPU, but lower settings would require more powerful hardware. For scenes with countless objects—like a city skyline—everything must rely on physics-based rules, which places a huge strain on the CPU. The video you referenced likely contains even more elements to simulate than a built city environment, making real-time rendering impractical without significant performance boosts.
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Prime3656
04-08-2023, 12:08 AM #24

I’m sharing my limited perspective on this topic. The explosion effect you described involves breaking objects into many small fragments that then disperse and detonate. To model this accurately, you’d need to generate each piece dynamically, which is already challenging due to random shapes, varying speeds, and directional motion. While the physics can be programmed, running a full simulation for every object in real time is extremely demanding. In practice, games often simplify by treating similar items as one unit, reducing computational load. This approach is similar to the difference between watching a smooth video and editing it frame by frame. Running at high resolution like 60fps 1080p might be feasible on an iGPU, but lower settings would require more powerful hardware. For scenes with countless objects—like a city skyline—everything must rely on physics-based rules, which places a huge strain on the CPU. The video you referenced likely contains even more elements to simulate than a built city environment, making real-time rendering impractical without significant performance boosts.

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Phenomemon
Junior Member
14
04-08-2023, 08:44 AM
#25
This project aims to recreate a complete worm at the cellular scale, simulating a 1mm organism. It's an impressive effort in biological modeling.
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Phenomemon
04-08-2023, 08:44 AM #25

This project aims to recreate a complete worm at the cellular scale, simulating a 1mm organism. It's an impressive effort in biological modeling.

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