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Re:A first look at Unreal Engine 5 by staticassertion on Wednesday May 13, 2020 @05:34PM (#23172092)
I think there's just an obvious law of diminishing returns on certain things.

If you double the number of triangles, it doesn't take long to get to a clean looking circle - the next time you double it, it doesn't look that much better unless you're zooming way in on it.

So there's two things here, I think:

* There are tons of other improvements, like dynamic lighting. This turns into more of an immersion/ realism thing, and less of a "detail" thing. It's weird when your characters shadow doesn't move the way you expect with the light sources, it's weird when one part of the room is totally dark because a block is just slightly in the way of a light source, and the light isn't bouncing around it.

* With VR, this will all matter way more. You're going to have people taking objects in the game and putting them right up to their face - suddenly the difference between X triangles and 2X triangles is really noticeable again, relative to a 3rd person view on a monitor that's at least a foot or two away from you, where objects are always at a distance. Immersion is an extremely important factor for VR, so optimizing there makes a lot of sense.

So while todays mediums may not demonstrate these wins, they open up possibilities for new mediums.

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