Photorealistic Graphics May Be Attainable With 40 TFLOPS, Says Epic’s Tim Sweeney

We’re almost, but not quite, there.

Posted By | On 15th, Jul. 2016 Under News | Follow This Author @Pramath1605

Tim Sweeney

The rapidity with which technology for graphics has advanced over the last few years is a bit dizzying. Graphics continue to get better and better, and especially with the advent of sophisticated tech, such as DirectX 12, Vulkan, and virtual reality, it is clear that we are fast approaching photorealism in our rendered graphics.

Tim Sweeney, CEO of Epic Games, the makers of the Unreal Engine, which remains the most popular middleware solution for most game developers, agrees that we are almost there- though he does think that we are a ways off from achieving total and true photorealism.

“You know, we’re getting to the point now where we can render photo-realistic static scenes without humans with static lighting,” Sweeney said in an interview with Gamespot. “Today’s hardware can do that, so part of that problem is solved. Getting to the point of photo-realistic dynamic environments, especially with very advanced shading models like wet scenes, or reflective scenes, or anisotropic paint, though…maybe forty Teraflops is the level where we can achieve all of that.”

This sounds reasonable, of course- in any consideration such as this, one must balance Moore’s Law with the law of diminishing returns. Even as technology continues to get better, one will need ever more resources from a technological perspective to achieve the same amount of perceptible growth.

Even so- 40 TFLOPs and true photorealism may almost be here. I can’t wait to see how graphics tech evolves over the next decade or so.

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  • LDS

    So will we be seeing the desktop graphic cards with 40 tflops in 10 years?

    • suli559

      I was thinking the same thing, 10 years at most. We already have the 1080 that’s almot 10 tflops. Who knows, might happen earlier as well

  • HAppY_KrAToS

    40tflops. …
    But if devs don’t optimize anything, and will require 5% of the cpu/gpu and 100mb, to display a few textures, when, with ultra optimized engine/code or on consoles, one can display the same textures with only 0.5% of cpu/gpu and only 10 or 15mb,

    As long as devs will use pre-made engines that don’t even max out a system at 30% (just look at any ubisoft game, at medium settings , with quite poor visuals and poor everything else, it will still destroy an high-end computer), 40, 60 100tflops, it will never be enough.

    We’re close to 2017, graphic cards have almost 10 tflops, cpus run at 5ghz, with 16 or 32gb of ddr4 3200, and no devs are able to run a game with full raytracing, even at 640*480 resolution.

  • Roger Larsson

    Johan Andersson is putting four GTX 1080 into one Frostbite (Battlefield 1, …) research machine…

  • LordCancer Kain

    i am not even going to read the quote because it has to be out of context because predicting achievable photorealistic graphics has been an ever increasing scale of fantasy for years. if that is even the ultimate goal, hyper light drifter doesn’t need photo realism.

    the games that age the best tend to have exaggerated and unique art styles i think, and are much better than some of the stupidly distracting particle simulators being shoved out from activision and ea and don’t even get me started on the soulless crytek games.


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