TheFeniX wrote:
Smoke, water, etc: humans have a general idea on what's going on there. We know smoke isn't layered sprites/3D models spawned at Y+1 intervals, so old smoke in games looks very fake, even to the untrained. But even the most basic of procedurally generated smoke, provided it's at high enough resolution/quality, can pass for real. The PS2 could fake "real" water enough you wouldn't notice, at least unless you were playing a water sim. Fire is still hit or miss.
I´ve never seen Toy Story so I can´t really comment on that.
Fake and uncanny aren´t the same. Everybody can spot a cartoon character as fake.
Uncanny is the thing that weirds people out when they see it and i´ve never heard about inanimate objects doing that.
A bit off topic and perhaps technical and boring:
Concerning the PS2 and water. It depends massivly on what kind of water. A body of water like a lake or even an ocean with waves is technically something completely different than something like water gushing from a pipe or blood from a vein. The former is very easy to render so that even a PS2 can render it halfways decently. It´s usually just basic geometry (sometimes animated) with a nice reflection, refraction and some kind of animated bump map.
The latter is complicated and CPU (or GPU) instensive making it impossible to decently implement up til now and usually involves some sort of particle simulation combined with an isosurface algorithm (e.g. marching cubes) that creates a mesh "over" these paricles on the fly.
The same goes for smoke.
Other types of objects that work similarily are cloth and hard body as well as soft body simulations.
One of the interesting things about Flex is that the underlying particle simulation of all sub categories (water, smoke, cloth, sand...) is the same which means that they can interact with each other.