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by theandrewbailey
3164 days ago
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> We're in a period where the graphical canvas is getting larger every year, and the temptation is to fill it with as much color and pop as possible. It's been a while, but last I looked, it seemed that the temptation was to use ever muddier and desaturated visuals, with as much glare and shiny surfaces as possible. |
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But in this decade things are finally feeling more evened out. Lighting models are sophisticated enough to allow for designs similar to a film set or photo shoot, and post-processing is getting past basic glows and filters and into a spectrum of quality/performance tradeoffs.
Of course, the games that don't aim for photorealism always age better. That's been the case since people started digitizing photographs for games.