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>Hardware requirements for games today keep growing, and yet every character still has that awful "plastic skin", among all the other issues

That's because the number of pixels to render onto keep growing. Instead of focusing on physically based animations and reactions, we chose to leap from 480p to 720p overnight, and then to 1080p in a few more years. Now we quadrupled that and want things with more fidelity with 4x the resolution of last generation.

> images created by image models today look fully realistic.

Because they aren't made in real time (I'll give the BOTD for now and say theya are "fully realistic". Even this sample here claims 100ms. Rendering at 6-7 seconds per frame isn't going to work for any consumer product at any point in gaming history.

>Even if realism is not what you're aiming for, I think it's easy to imagine how this might change the game.

not in real time rendering. I am interested to see if this can help with offline stuff, but we're already so strapped for performance withoout needing to query an "oracle" between frames.

as of now, I'm not even that convinced by the Nvidia 5X series of frame interpolation (which would only be doable by hardware manufactureres).



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