Is Photorealism In Games The Right Direction?

Miscellaneous Forums/General Discussion/Is Photorealism In Games The Right Direction?

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While we're discussing photo-realism, lets actually discuss the different methods game programmers use to "duplicate reality"

Normal mapping - although it has its uses, I've grown very tired of it. Oblivion, Gothic 3, NWN2, you name it - they use it on every available surface, and it makes it all look gritty, but also low-res (to save memory space)

Parallax mapping - wow, there's a feature I could do well without. Sure, the walls and stones look great from that perfect angle, but from everywhere else, the colors bleed and it just looks like a shiny, wobbly glass surface coat.

Bloom filter / HDR - they pretty much look the same to me, just HDR is a tad brighter, and bloom is often more yellow tinted. They absolutely make it hard to look at the screen - HDR on a mostly white surface will blow the colors and you'll end up with a white blob filling big chuncks of the screen.

Water shaders - love them. Especially the Shader model 3 version, with depth and fog.

Please, list some of your "realistic techs" and your opinions on them.