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With the release of the nVidia 3080 and 3090, we have, in theory, reached the upward limit of graphics output. The 3090, for example, can run a game at 8K @ 60fps
While there is a weird gray area in human vision-vs-reaction, and we see that humans can react faster than our eyes can theoretically see (there is evidence that skilled gamers can get benefits from frame rates up to 240 while the eye technically doesn't process images that fast). That, however, has more to do with the precision of the mouse, and the rate at which hit boxes update.
So 8K is, at normal viewing distance, higher resolution than the eye can see, and anything over 60fsp is really higher than human perception.. what is the next big lead for graphics?
I think the easy answer is pushing polygons, but that hit's it's theoretical ceiling at about 33 million, at which point each pixel on an 8k display represents a polygon. It could be argued that the theoretical cap then is 11 million polygons since a true polygon would need at least 3 pixels.
With complex game models we see polygon counts in the hundreds of thousands today, and I think the polygon count cap is not really worth considering as it will be hitting the theoretical useful cap soon if the 3090 isn't already capable.
I think the next big move in graphics will be in two old technology pathways that were until fairly recently limited by a processing bottleneck: Voxels and Physics.
Voxel graphics have been around forever, and have been very useful in creating mold-able terrain. It turns the virtual world into a set of discrete 3D pixels (usually cubes). Minecraft is a rudimentary voxel engine, for example. But as graphics cards increase their flop counts to supercomputer levels, if is approaching the possibility that in a few years that pixel counts will no longer matter (like how 2D render speeds eventually became a pointless comparison), and we will be measuring graphics by voxels per second (VPS).
On top of that, I would not be surprised to see a return to discrete physics cards, and would have their own drivers that would perform a whole host of calculations regarding virtualized material physics. For instance a 3D world could be generated and the artist would assign a voxel based block a material identifier like "Concrete", and when that object was impacted by a small, fast moving voxel-based entity with the identifier "lead", the physics card to calculate the impacts, fractures, relative speeds of particles and hand off to the graphics card/engine where and how to render the resulting voxels.
The one outcome of this would be a temporary return to solo gaming for the wow factor experiences until network speeds are fast enough to share the that much change data... OR, we would see the birth of dumb-terminal gaming where all users connect remotely to a central data center and all user interactions ware managed server side, with only control inputs and screen draws exchanged between the end use and the server... like the ultimate version of game streaming.
So I guess that is three things to look for in the next 10 years:
1) Voxel graphics accelerators
2) Discrete Physics accelerators
3) Growth in server side gaming
While there is a weird gray area in human vision-vs-reaction, and we see that humans can react faster than our eyes can theoretically see (there is evidence that skilled gamers can get benefits from frame rates up to 240 while the eye technically doesn't process images that fast). That, however, has more to do with the precision of the mouse, and the rate at which hit boxes update.
So 8K is, at normal viewing distance, higher resolution than the eye can see, and anything over 60fsp is really higher than human perception.. what is the next big lead for graphics?
I think the easy answer is pushing polygons, but that hit's it's theoretical ceiling at about 33 million, at which point each pixel on an 8k display represents a polygon. It could be argued that the theoretical cap then is 11 million polygons since a true polygon would need at least 3 pixels.
With complex game models we see polygon counts in the hundreds of thousands today, and I think the polygon count cap is not really worth considering as it will be hitting the theoretical useful cap soon if the 3090 isn't already capable.
I think the next big move in graphics will be in two old technology pathways that were until fairly recently limited by a processing bottleneck: Voxels and Physics.
Voxel graphics have been around forever, and have been very useful in creating mold-able terrain. It turns the virtual world into a set of discrete 3D pixels (usually cubes). Minecraft is a rudimentary voxel engine, for example. But as graphics cards increase their flop counts to supercomputer levels, if is approaching the possibility that in a few years that pixel counts will no longer matter (like how 2D render speeds eventually became a pointless comparison), and we will be measuring graphics by voxels per second (VPS).
On top of that, I would not be surprised to see a return to discrete physics cards, and would have their own drivers that would perform a whole host of calculations regarding virtualized material physics. For instance a 3D world could be generated and the artist would assign a voxel based block a material identifier like "Concrete", and when that object was impacted by a small, fast moving voxel-based entity with the identifier "lead", the physics card to calculate the impacts, fractures, relative speeds of particles and hand off to the graphics card/engine where and how to render the resulting voxels.
The one outcome of this would be a temporary return to solo gaming for the wow factor experiences until network speeds are fast enough to share the that much change data... OR, we would see the birth of dumb-terminal gaming where all users connect remotely to a central data center and all user interactions ware managed server side, with only control inputs and screen draws exchanged between the end use and the server... like the ultimate version of game streaming.
So I guess that is three things to look for in the next 10 years:
1) Voxel graphics accelerators
2) Discrete Physics accelerators
3) Growth in server side gaming