Thank you everyone for your contributions and continued recognition and support of this topic.
Pertaining to
Death Stranding I will say this: I think female characters' skin textures felt awfully too waxy for my taste (albeit that Lea Sedoux IRL does have a touch waxier looking skin, presumably due to the make up). I don't know if there was an underlying bias working or not but comparatively male faces, even aside from Sam and Deadman, had greater amount of surface details depicting pores and flaws that felt obscured in Mama, President of UCA and Amelie.
What are the bad examples from back in the day?
I would say that, if you are looking for "on average" results for bad examples or rather simply examples then going back 2 generations would yield said results. Lighter and darker skin tones had essentially identical characteristics during PS2/Xbox OG era aside from the obvious differences in colour.
In fact, even if you go back one generation, games like Remember Me's protagonist, Nilin Cartier-Wells, looked better than than paler skin toned counter parts.
You are absolutely correct and also correct about why it's more feasible now.
Bioware talked about it when making DAI.
Lack of sub surface scattering really hurt darker skin tones extra as the skin would look extra chalky and darker skin is more "shiny" (due to the oils and sweat being more visible) as well as smoother looking when compared to whiter skin. This is basically impossible to convey without a good subsurface scattering.
I didn't know Bioware talked about this. Thank you. It makes sense given DAI's glossier aesthetics lend a greater sense of realism to darker skins.
This would be an interesting inversion of the norm, where rendering and photographic techniques tend to favour lighter skin simply because when it came to trying to adjust the techniques to make "humans" look better,
the pool of reference subjects was predominantly light-skinned.
I wonder if this is representative of more modern techniques being fine-tuned using a wider diversity of reference subjects, or if somehow the specific technical details conspired to make darker-skinned people the beneficiaries this time around.
This is a fine post. Your article really hits the nail of the essence of this thread on its head- i.e. what it meant to be "human" in hollywood for the longest time. Thank you.
Would it be divertive to also mention that scenes with darker tones or shades appear to be much more realistic than brighter ones in most real time rendering engines?
One scene in particular which highlights this would be the synthetic graveyard scene in Detroit:Become Human.
That is interesting. I have had Detroit in my backlog for a while now. Guess I will be paying closer to attention to the graveyard. That said, I do think that inorganic surfaces have, on the whole, been elevated to the photorealism status thanks to photogrammetry and PBR. With ray traced global illumination solutions on the horizon, things will get even better.
Unfortunately, that is the live action segment. If the time code fails, kindly go to 20:04 (segment from which the screenshot is taken).
I'm sorry to derail, but that poem was on a poster in my classroom in high school in 1990. Was it just a very late nomination, or what's going on?
i'm pretty sure that never actually happened and there is no such award.
it somehow gets tacked on everytime it gets posted on the internet.
Thank you for bringing this to my attention. Looking into it further, even Malta Times alleges that it was nominated for the best poetry award but I can't find the official listing and interestingly, there are multiple renditions of this poem too. Regardless, it is a poem that has stuck with over a decade and it felt quite relevant to be posted here.
Dictator Looks like you being a hardcore fan of Crysis (even from the days of Gaf) and screenshotting have paid apt dividends :) And to think that this was before the whole PBR generation.
Now, I have a few more examples lined up from Horizon Zero Dawn. What strikes as I started looking back at the screens I had taken are:
- Skin rendering is notably better across the board in the DLC, Frozen Wilds (as you will see from the examples)
- Frozen Wilds has significantly more darker skinned folks as more profoundly interactable NPCs that base game
Once again, dialogue segments:
Base game:
Frozen Wilds:
I will post more examples later. Thank you all.