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shy Graphics: Style and Photorealism (20 comments )
by: darrellwu (24) | Posted in cluster FiringSquad Editors Challenge Round 1 Prelim 2
Posted 19 months ago ( edited 19 months ago ) in category DEFAULT

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Click to view full-resolution version
A facial render from Crytek's upcoming FPS game, Crysis

Click to view full-resolution version
Beata Beatrix, by Dante Gabriel Rossetti.

Gamers are fond of comparing screenshots, so I'd like you to look at two images. The first is a screenshot from Crysis, a FPS currently in production by FarCry developer Crytek. This image is an impressive demonstration of the level of facial detail that Crytek's new engine will be capable of:
http://upload.wikimedia.org/wikipedia/en/5/57/Crysisface3d.jpg

This next portrait might not be what you expect. It is a canvas by Pre-Raphaelite artist Dante Gabriel Rossetti, entitled Beata Beatrix:
http://www.ibiblio.org/wm/paint/auth/rossetti/beatrix.jpg

I understand that a side-by-side comparison is complicated by the fact that the two portraits were created for very different purposes: Crytek is looking to show off the capabilities of their newest technology, which must render many frames of continuous video in real-time, while Rossetti only had to create a single-frame representation of one moment of rapture. Still, I think it would instructive to consider a few questions as we look at this portraits.

Of the two works of art - if you'll permit me the phrase - which looks more realistic? The answer, clearly, is Crysis. Crytek is able to achieve a granular level of detail that was simply beyond Rossetti. Crytek is working on a modern canvas of high-resolution pixels that are each a third of a millimeter wide, while Rossetti is unable to accomplish any detail finer than the width of his paintbrushes. The meticulous, computer-generated attention to minutiae in Crytek's portrait is evident in every perfectly shadowed crease of the man's skin, every wrinkle, hair, and pore. Rossetti, on the other hand, has to make do with broad brush strokes and swaths of color.

Of the two works of art – there's that “art” word again – which is more aesthetically appealing? The answer, equally clearly, is Beata Beatrix. Obviously, Rossetti has a number of advantages here. Unlike Crytek, he's only interested in creating a single frame, so he can attend to peripheral details like composition and arrange props around his subject to create specific effects. The subject is back lit and a shimmering bloom effect, suggestive of a halo, is visible around her hair. Prominent lines in the portrait – the gnomon of the sundial, the stem of the rose, the curve of her arms and curling of her fingers – all lead towards Beatrix's head, further emphasizing it. More importantly, Rossetti knows how to work around the limitations of his tools. By using swaths of a lighter tone on Beatrix's face, he gives her a healthy glow. To be fair, Crytek's aim in their screenshot wasn't to create an aesthetic image; it was to render a very realistic-looking face. At this, they succeeded.

Now our final question. Of the two, which portrait is most human? In other words, which figure arouses the most empathy in us and which artist best maintains the illusion that we are looking at an actual, breathing person? To me the answer to this question is just as clear: Beata Beatrix, again, without a question. Crytek has photorealism in their corner, but Rossetti has style in his. And when it comes to creating a figure that an audience can identify with and respond to, style will win every time.

I think these distinctions we are making – between realism, aesthetics, and style – are important, because far too often they are conflated and used interchangeably in the gaming press. When a game is technologically impressive, this is described as “good” graphics when in fact the graphics are simply realistic. Many developers, meanwhile, sink millions of dollars into a robust, state-of-the-art graphics engine and pay hundreds of artists to model, texture and bump-map every square inch of their game-world. But ultimately, what makes a game visually memorable is not realistic graphics; by next winter a new game will have already scaled even greater heights of photorealism. The true test of a game's graphics is its sense of aesthetics, its sense of style. A strong aesthetic is why World of Warcraft's characters have become iconic and recognizable in any context while Everquest 2's generic avatars and inhabitants would be difficult to distinguish from those in the many fantasy games released every year. Even today, gamers reminisce about the iconic elegance of the very cartoon-style units in Heroes of Might and Magic 2, while the ever-increasing detail and complexity of the successive units in Heroes 3, 4, and 5 have elicited no such passion. Similarly, I can still fondly recall of the colorful, decidedly low-tech vector graphics of Darwinia years after I've played it while the other RTS games I tried that year all seem to sort of bleed together visually in my mind.

The problem with a game whose only goal visually is to resemble reality as closely as possible is that every other game is already copying from the same source. Even if, one day, every single game manages to perfectly recreate reality on our computer screens, that would represent the horrifying prospect of every single game looking exactly the same as the next. This is already happening today. There's nothing stylistically to distinguish the look of CounterStrike:Source from Rainbow Six: Vegas. They're both carbon copies of reality, and thus carbon copies of each other.

To truly stand out and resonate visually with an audience, to create a world that gamers will enjoy inhabiting, will identify with and even believe in, the game absolutely must have an unique perspective, an idiosyncratic aesthetic all its own. It must not be content simply with representing the same reality that countless other games will be similarly copying; it must also interpret reality visually. In a word, it must have style.

The problem of excessive faith in photorealism is becoming an increasingly urgent one for the industry, not only because of ever-escalating development costs, but because gaming graphics are quickly encountering a phenomenon that is known in the robotics field as the “uncanny valley.” The uncanny valley is the observation that when as a robot – or any other facsimile of a human being – becomes increasingly human-like and realistic, our response to it will become increasingly positive until the level of realism reaches a point where we grow unnerved and repulsed. When something grows too realistic, we start paying attention to the small details that are “off” and the figure begins to look grotesque. For example, consider a classical Greek statue and a figure in a wax museum. Despite the fact that the wax figure is a far closer imitation of an actual human being, the Greek statue is majestic epitome of the ideal human form while the wax figure is a glassy-eyed, eerily skinned aberration that frequently appears in horror movies. Computer graphics have already started to descend down this uncanny valley. There was something unsettling about the pallid faces of the characters in Doom 3 even before they became zombies. The flesh looked extraordinarily real, but not quite actually alive. Fortunately, this sensation complemented that game's particular mood and theme, but similar effects are appearing in plenty of other games – the realistic-yet-hideous faces of the characters in Oblivion, for example, or the strangely vacant, glassy eyes of Half-Life 2's characters.

I don't mean to suggest that building powerful graphics engines are futile endeavors or that advanced technology automatically represents some kind of aesthetic deficit. It may just seem that way sometimes because developers who are working within the constraints of dated graphics engine are more likely to use ambitious art design in order to compensate. The games that do manage to marry advanced graphics and a compelling aesthetic styles become truly distinctive visual experiences. These are games that use bleeding-edge graphics to create stylish game worlds – the Unreal Tournament series will always be known for its over-the-top hypersexualized characters, and I think anyone who played Homeworld when it was first released will remember what a revelation those graphics were, as much because of their gorgeous presentation as for any technical merits. It would be nice, however, for game graphics to explore artistic styles beyond the strictly photorealistic more often. After all, few people play games to be reminded of reality. You might as well depict a visual universe with some style.

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20 User Comment(s) • 16 root comment(s)
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Click to view Star*Dagger's User Page Star*Dagger (2)  Talk to Star*Dagger in the Shout! Box May 07, 2007 - 01:33 am
Its nice to see a comparision between the two. I think ppl shold spend more time going to art gallaries and viewing the originals, only then can you understand what the artist was trying to convey, coffe table books just dont cut it. It would be like trying to play Crysis on a digital canvas, wrong medium.
I would say that, for the most part, there is a serious lack of artistic endeavor in ALL entertainment (esp that originating in America), there are some notable exceptions but for the most part Art, Literature and Music are at the lowest point they have been for several centuries.
I think that soon this will change and this wonderful new media will be used to its fullest.

Yours in Artistic Plasma,
Star*Dagger

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Click to view hipcheck's User Page hipcheck (301)  Click to view hipcheck's User Profile Talk to hipcheck in the Shout! Box Mar 07, 2007 - 06:35 pm
Excellent writing, although I feel like the mooring to the gaming industry is a tad tenuous. I would have liked to have seen a little more history (the art history is a nice touch), and some positive examples of where art has trumped photorealism, like Oddworld or Space Ace... or even forays into the film world, where digital film is "too realistic", so George Lucas has to dirty up his CG shots.

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Click to view dome's User Page dome (48)  Talk to dome in the Shout! Box Mar 05, 2007 - 08:27 am
nice read.I would add another example of style. Okami.

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Click to view darrellwu's User Page darrellwu (24)  Click to view darrellwu's User Profile Talk to darrellwu in the Shout! Box Mar 05, 2007 - 03:18 pm | Edited on Mar 05, 2007 - 03:26 pm
Okami was definitely one of the games that inspired this article. I've never even played the game myself; I've only watched a friend play it for 30 minutes, but the visuals were so memorable that I remain charmed by the game. I don't mention it in the article for two reasons. First, I felt like I had plenty of examples of visually stylish games already; there's no way I could possibly list every single example of these sort of games, but hopefully the article conveys its thesis with enough clarity that readers will be reminded of games they themselves have seen (like you are of Okami, and an earlier poster was of TF2). Second, FS is largely a PC-centric site so I stick largely to the PC market in the article. To be honest, though, off the top of my head I can think of more examples of unique visuals in console games than in PC games - and I don't play many console games - so maybe I could have made something of that curious phenomenon in the article. In writing the article I was also thinking of Rez, PaRappa the Rappa, Alien Hominid, and even the post-Mario64 Mario games, console games all. (Again, few of which I actually own, which is testament to how memorable unique visuals can truly be.)

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Click to view GrapeApe's User Page GrapeApe (36)  Click to view GrapeApe's User Profile Talk to GrapeApe in the Shout! Box Mar 05, 2007 - 12:46 am | Edited on Mar 05, 2007 - 12:47 am
I think that showing a static face model for Crysis that is only meant to show detail is somewhat unfair, you should have showed a fetish artists similar painiting or rendition of a singular face.

Also the idea that the visuals could take a back seat to developing the physics and the motion which are trailing way behind in abilities. Developers can't make the motion as fluid without massive workloads, motion is different than making a normal map or a wireframe to give features complexity. Motion and realsitic expressions are extremely hard to do simply because the programming involved needs exponentially more coding. Look at G-man's facial expressions in HL2 or fluid motion/attacks are in Oblivion you start to get an idea of what may be involved. I think you're confusing the desire for the easily obtainable photo-realistic factors with the trailing CPU heaving physics and fluidity of human motion issues. And the mise-en-scene of the painting isn't a fair comparison because a character statically sitting in an Oblivion pub looks far more realistic to me than that painiting. It's only when they walk or talk that the spell is broken.

Interesting idea, and pretty good writing style, just not sure about the application outside of this topic, and whether or not the conclusion was arrived at before even starting to consider the issue as an article. There seemed to be no discovery arc in the article itself.

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Click to view DanT's User PageI am an AMD Agent DanT (402)  My XFire username is: wanchaiwarrior Click to view DanT's User Profile Talk to DanT in the Shout! Box I am an AMD Agent Mar 02, 2007 - 10:59 am
You've combined all of the elements you describe throughout your article and have created something that is truly well written and loaded with style.

Good piece of work.

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