Why are video games graphics (still) a challenge? Productionizing rendering algorithms
This post will cover challenges and aspects of production to consider when creating new rendering / graphics techniques and algorithms – especially in the context of applied research for real time rendering. I will base this on my personal experiences, working on Witcher 2, Assassin’s Creed 4: Black Flag, Far Cry 4, and God of War.
Many of those challenges are easily ignored – they are real problems in production, but not necessarily there only if you only read about those techniques, or if you work on pure research, writing papers, or create tech demos.
I have seen statements like “why is this brilliant research technique X not used in production?” both from gamers, but also from my colleagues with academic background. And there are always some good reasons!
This is quite extensive.