
Originally Posted by
Rob Beschizza
Maybe it's a fundamental problem with the abstraction tricks used to make fast FPS possible? Last time I tried to read up and understand 3D game graphics, it looked like the way it works is, we don't want to model rays of light diffusing through air. It all has to be clever tricks like rendering fog, bloom lighting, filters and pixel shading, none of which actually models diffusion.
Or am I completely wrong.
I get the same feeling from those clever lenses that make giant cities look like tiny models, so maybe it's also about developing more natural or dynamic depth of field stuff.