Recently i have been reading "Real-Time Rendering" which is a seriously great book in my opinion, but i just wanna ask, in a real game project, will we use complicated Anisotropic BRDFs that use the microfacet theory and complicated algorithms to approximate stuff such as height fields and etc, or are we going to stick to the good ol' Blinn-Phong BRDF and diffuse/specular/normal/shadow/cube mapping and depend on the ready-made effects of FX Composer and RenderMonkey to render a real game, and focus the extra time to the story/character development in the game??
I am just asking because i don't think that a fresh college graduate will know the above stuff without having studied it on the side before AND worked on it.
If that is true then how the heck does game companies get hundreds of job applications for game programming jobs if it is stuff that you don't even learn in a regular college curriculum.
For me, i am freshman Computer Science student, and i really don't think that i will be learning about Shadow Mapping any time in the next three years without having studied it on the side??
Too long???








