True. Laser scanning doesn't make it look better, though, anyways - it only makes it more accurate. Accesiblity and how good the track looks are not linked to each other, are they?
My point is that it's harder, not that it's impossible. I'm not sure if I'm expressing myself so badly here.
Disk space is limited, quite right, but that problem is becoming far less important with HDDs being available.
Optical storage will always be limited. And when all games will be dematerialized you'll always have to take into account HDD space (you can't eat up all for yourself) and available bandwidth (games must be downloadable in a reasonable time).
Now, how exactly is the quality of the graphics impacting the network bandwith, for example, when only the positional data of the cars is transferred, anyways?
Stuff like visual damage (which is handled differently than mechanical damage), dust, sparkles, backfire, are most likely synchronized in some way. This requires bandwidth, and in terms of bandwidth you don't merely think in terms of "it's little and we have enough", you need to think in terms of "bottlenecks and peak activity".
How are the loading times affected by the actual graphic, aside from the actual racing?
All features need to be loaded in memory at some point. Loading in memory takes time.
As far as manpower goes: Just look at FM4. The car modelling is outsourced and I doubt that the same people, that are working on the graphics engine, are implementing those feature. So, how are you going to clog the manhours needed for those gameplay features with the graphics engine?
Because if you want visual damage you need to build specific features in the graphics engine AND associate them to the actual modeling i.e. build specific assets.
If you want working reverse lights you need the physics engine to send a "light reverse lights" message and car models need a "light reverse lights" listener.
And then you need to debug it.
The fact that the people working on the graphics engine are not the same people working on the car modeling doesn't mean both need to work together on making any new visual feature a reality (or so to speak).
Or were we talking about the physics engine ?
Never mind, you lost me there, but my point still stands. Adding gameplay features is NEVER EVER FREE in terms of graphics creation process and adding eye candy is NEVER EVER FREE in terms of gameplay creation process.
You have no idea how game development works do you ? You don't have one graphics team working on its part and another gameplay team working on their part. They all work together to build a consistent gaming experience. And if they don't, well, look at GT5
Having working headlights for example isn't just a graphics matter. When you add them questions arise such as "can the headlights blind the driver under certain circumstances ?". And I'm not saying they are all big deal and need thousands of man hours. Still, it's never free. And headlights need precious resources that cannot be spent on track rendition or physics engine refresh rate (for example).