How Realistic Should Games Get? 5ch Debates Hair Physics and Water Reflections

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The story

A thread on 5ch’s Hardware/Industry (Geha) board asked how far game graphics should go in chasing realism. It kicked off with a thread title mocking the current obsession with rendering every single strand of hair and every ripple of water reflection. The thread split into two camps: one arguing that the more photorealistic a game gets, the more jarring it becomes when the game still can’t do things real life can — killing immersion rather than building it — and the other arguing that realistic textures are exactly what deepens immersion. The debate went on citing examples like the visual gap between Monster Hunter World and Rise, and between the old Resident Evil games and the new ones.

What people said

1AnonymousSep 27, 2026 22:47
I get wanting to push realism as far as it'll go, but isn't this just nitpicking over tiny inaccuracies in 'realness' lol? If you want something that pretty, just go look at actual reality.
2AnonymousSep 27, 2026 22:48
It doesn't even have hair.
3AnonymousSep 27, 2026 22:49
Re: #2
That's rough.
Seriously rough.
5AnonymousSep 27, 2026 22:50
Re: #2
Ah, so that's why.
Space baldy 👈 (an old meme about sci-fi game characters being rendered bald to save on hair-modeling budget)
17AnonymousSep 27, 2026 23:12
Re: #2
So the reason for the 'space baldy' look was to save on polygons lol
8AnonymousSep 27, 2026 22:53
Somebody needs to make them stop this Switch 2 'special edition' cash-grab marketing.
9AnonymousSep 27, 2026 22:54
Nintendo cared so much about water rendering precisely because you can actually dive in and swim in it.
11AnonymousSep 27, 2026 22:57
"Hair! Water reflections!"

That stuff matters even in anime-style graphics, you know.
36AnonymousSep 28, 2026 00:07
Re: #11
They're literally saying they hand-planted the arm hair strand by strand.
Has it really come to that even for anime-style games?
45AnonymousSep 28, 2026 01:16
Re: #42

Both Re: #1 and Re: #11 are talking about hair — nobody was talking about arm hair to begin with. What are you even saying?
12AnonymousSep 27, 2026 22:59
It's fine to obsess over graphics as long as the actual game content is solid too. But seriously, stop tanking visibility for it.
14AnonymousSep 27, 2026 23:05
Real life's 'ray tracing' really is stupidly realistic, gotta admit.
15AnonymousSep 27, 2026 23:07
Water effects, sure, fine. But arm hair? Pores? Who is actually asking for that?
18AnonymousSep 27, 2026 23:14
Are you dissing Wolverine, who had every single hair lovingly hand-planted one by one?
19AnonymousSep 27, 2026 23:14
Classic trash racing-game YouTuber line:

"Basically photorealistic!"
20AnonymousSep 27, 2026 23:16
Shooting people or killing zombies is something you can only really do in a game, after all.
39AnonymousSep 28, 2026 00:33
If the world actually wanted realistic hair, anime-style art would've died out long ago.
44AnonymousSep 28, 2026 01:13
Re: #39
Old-school otaku used to say real women feel too 'raw' and 2D is better — but times really do change, huh.
Or maybe it's less otaku wanting realism in anime characters, and more the cosplay-photographer crowd (カメコ, guys who shoot cosplayers)?
40AnonymousSep 28, 2026 00:37
Re: #36
That's not hair though.
42AnonymousSep 28, 2026 01:09
Re: #40
So modern anime-style game development spends more effort on arm hair than head hair?
I genuinely can't understand that priority list, or whatever values produced it.
50AnonymousSep 28, 2026 02:47
"It's realistic, but you can't climb over a knee-high fence!" "It's realistic, but you don't bleed even when slashed with a sword or shot with a gun!" The more realistic you make it, the more unnatural it gets.
53AnonymousSep 28, 2026 04:03
Re: #50
Exactly this.
Once the graphics alone go photoreal, you just get more and more moments of disappointment over things you can't do that you could in real life.
Even while you're fully immersed playing with photorealistic graphics, the instant you hit a "wait, I can't do that?" moment, you get yanked straight back to reality.
If that's how it's going to be, you're better off starting with decent-but-not-photoreal graphics and just filling the gaps with your imagination — you can accept it as "well, that's just how this world works."
Game development really needs to confront the photorealism problem head-on.
55AnonymousSep 28, 2026 04:34
Missing the point.
The whole appeal of games is being able to do things you can't do in the real world.
And realistic graphics — realistic-looking people and objects — only deepen that immersion further.

Go ahead, rebut me.
68AnonymousSep 28, 2026 07:15
Re: #55
This exactly.
I started Monster Hunter with World, cleared all the way through beating Fatalis, and that's exactly why I dropped Rise partway through.
After World, playing something with Switch-level graphics just killed the immersion completely for me.
Rise's sound effects were also weak, and the combat had zero sense of impact.
Really drove home how much graphics and sound design matter in a game.
71AnonymousSep 28, 2026 07:27
The Switch is made for kids with rich imaginations, so it's fine if it's not that realistic.
77AnonymousSep 28, 2026 07:53
Re: #71
You should actually play the PS5 Patlabor game before cracking jokes like that.
Only a tiny fraction of the character models are real 3D polygons — most characters are just cel-shaded standing portraits.
All the Labors have identical stats, so the battles are monotonous as anything.
It's supposed to be a nostalgia trip reliving the anime, aimed squarely at middle-aged fans, and this is the state it's in.
You gonna keep calling that a 'kids' game' too?
Though honestly, this is coming from someone who's probably never bought a single full-price game in his life, so who knows how much it's worth.
78AnonymousSep 28, 2026 07:58
Re: #71
So you're saying PlayStation is nothing but old folks? Guess that just means no new users are coming in — that's the current reality, huh…
75AnonymousSep 28, 2026 07:40
And here's the game the photorealism-obsessed crowd apparently loves lol

Garbage graphics:


Girls'-anime art style:
87AnonymousSep 28, 2026 08:16
Resident Evil and Silent Hill are the clearest examples — they've ended up looking like every other generic Western game now. The polygon era had way more personality.
96AnonymousSep 28, 2026 08:35
Re: #87
Down the line, DLSS5 will probably be able to do the reverse too — make current games look like Virtua Fighter 1's low-poly models or Virtua Fighter 2-level polygons.
Video generation itself is already possible now, so it'll definitely be usable for that eventually — probably via a mod, though.
88AnonymousSep 28, 2026 08:18
Why is it only games that get pushed to evolve this hard? Is the anime industry out here obsessing over hair like this too?
90AnonymousSep 28, 2026 08:26
Re: #88
That's just a holdover from the era when games sold purely on graphics — nobody actually wants it anymore.
These days there's no game where great graphics (visual fidelity, not art design) erase a bad reputation for the actual content.
93AnonymousSep 28, 2026 08:29
Consoles are probably headed the way old China/Korea went — a market where only live-service online-style titles survive. GTA6 might end up being the last of the AAA buy-to-own games.
97AnonymousSep 28, 2026 08:46
Re: #93
That side's just as trapped by sunk cost — it'll end up exactly like MMOs in the end.
98AnonymousSep 28, 2026 08:59
Re: #96
It's not just the modeling — the visual direction, the UI, everything about it together just feels generic and interchangeable now.
The PS1-PS2 Resident Evil games had real personality, even down to the menu screens.
Resident Evil 1-3 had fixed camera angles too — partly a technical limitation back then, but it gave the games real flavor.
I think it's less about graphics per se and more about the creators' sense of style.
Same studio, Capcom, put out a new Onimusha too, and it's completely lost everything that made the original Onimusha good.
99AnonymousSep 28, 2026 09:03
Re: #98
AI video generation has come a long way. You can already generate high-quality anime purely with AI without breaking Akira Toriyama's character designs, and reproducing an 'in the style of ___' look is easy now.

Background and key points of this debate

Console 3D graphics have advanced year after year, and there was once a time when polygon counts and texture memory limits made it standard to skip rendering hair altogether (the thread’s “space baldy” reference is a relic of that era). Now, real-time ray tracing and improved shader technology can reproduce individual strands of hair and reflections on water, but that comes with rising development costs and more visible “seams” in the illusion. The thread split between those who see photorealism as boosting immersion, and those who argue that the more realistic a game looks, the more its limitations — like not being able to climb a fence, or not bleeding when hit — stand out as unnatural. That commenters brought up the visual gap between Monster Hunter World and Rise, or the old Resident Evil games versus the newer ones, shows that graphical direction isn’t just a matter of raw technical superiority — it’s tied directly to how a game’s overall experience is designed. A point readers often miss is that “better graphics” doesn’t equal “sells better”: anime-style and low-poly games still have a devoted following, and photorealism is just one of many possible artistic approaches.

*This article is excerpted and summarized from the 5ch (Hardware/Industry, “Geha”) thread “The hair! The water reflections! So realistic! ← Just stop playing games and go look at reality lol.”

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