Companies, as well as individuals that are connected to the world of gaming, have talked about the future of 3D gaming for a couple of years. Some companies made bold claims about releasing 3D engines that would eliminate the need for polygons, and that would be the next step for the gaming world. However, all those claims resulted in nothing which supported the skeptics all around the globe
3D graphics aren’t as far from the reality as some might think, but it’s still too early to claim that they are the next big thing. Some basic 3D graphics exist at the moment, but they are still far from the quality that polygons bring.
Polygons are still the best way to render games. But a breakthrough might change the way companies render games. A good thing about the current state of gaming is that any breakthrough will only build on the quality people get now.
The evolution of polygons
One of the most significant advantages of polygons is the way they improve the graphics of any game. Their development follows the resolution increase. Whenever a new resolution hits the market, the number of polygons, which developers can utilize in their creations, increases. This means that the polygon rendering allows game creators to make games that look as best as they ever could.
All game creators compete to release games with best possible graphics they can. Graphics can’t carry the game alone, but they are an essential part of the same. This is why big game studios would rather stick with polygons and create excellent graphics than to risk with 3D technology which is far from perfect.
Possible alternatives to polygon rendering
The most significant obstacle to introducing a new technology for rendering is the lack of interest from big game creators. Techs that will break in will have to offer better graphics than polygons do. They will also have to work with current technology that is optimized for rasterizing polygons.
One of the contenders is the antialiased micropolygon rendering. The only way it can replace traditional rasterization is for GPU power to outgrow the density of pixel. This, however, is not likely to happen as technology demands high resolutions through the advancement of VR and 4K.
Several other alternatives exist in the form of voxel rendering and raytracing. These approaches work well in particular cases in which they outperform polygon rendering. But they don’t have enough flexibility to replace the polygons in the whole game creation process. In other words, the technology level at which we are at the moment is still too simple to render film quality graphics.
The future of gaming graphics is still unknown