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The Matrix Is Unreal

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111–120 of 237 posts

Re: The Matrix Is Unreal

#111

Keanu looked insanely good at the beginning of the white room scene, but then I realized it was real footage when they switched to the uncanny-valley-esque version at 1:41… https://www.youtube.com/watch?v=WU0gvPcc3jQ

Right. The team behind this is being a bit dicey with the truth. They never seem to be clear which parts are CG and which are video. Any time Keanu looks goofy, that's CG. It looks hand-animated to me because the movement is so terribly poor. Mo-cap to me is still shitty (see e.g. Thanos in Avengers), but hand-animated is always uncanny.

[deleted]

Re: The Matrix Is Unreal

#112

The people trying to point out that this falls short of photorealism are missing the point. This is a tech demo aiming to show off the next generation leap unreal engine 5 is making. There’s lots to be impressed about here and this was made using a ton of procedural generation using a team of just about 70 people. Here’s a great deep dive into some of the new technologies that highlights the strengths and weaknesses…

The real excitement will come when it does not require a new $3000 graphics card to run on the home PC I already spent $1500 on... The price of keeping up with every new enhancement on PC is directly linked to each new engine update, but somehow game releases can be "optimized" for gameplay on ~3 year old consoles... Also why I haven't bought any new PC games since GTA5.

One of the advantages of fixed hardware is you can tune for that hardware directly. We used to bake content and design code with specific cache line sizes in mind. If you know you have a fixed memory budget for graphics/sound/etc you can make specific tradeoffs on where you spend that budget. PCs until recently did not have UMA and so you were bound by bus speeds(although this applied to some consoles too but you could exploit it if you knew how, ex: stream audio data from graphics memory and long as you stayed under the total bus bandwidth you got extra memory for the system if you needed it).

Re: The Matrix Is Unreal

#113
post #5

Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…

Interactions can be really hard to get right, see doors [1]

1. https://www.youtube.com/watch?v=AYEWsLdLmcc

Re: The Matrix Is Unreal

#114

Earlier quoted context omitted.

The real excitement will come when it does not require a new $3000 graphics card to run on the home PC I already spent $1500 on... The price of keeping up with every new enhancement on PC is directly linked to each new engine update, but somehow game releases can be "optimized" for gameplay on ~3 year old consoles... Also why I haven't bought any new PC games since GTA5.

This is a console demo, not a PC demo (unfortunately or fortunately, however you want to look at it). It runs on the PS5 and Xbox Series X/S which cost 500 USD.

The PS5 is $500 if you can find it, there's been shortages for over a year, the effective price is $900 on Ebay where you can actually get one without waiting.

Re: The Matrix Is Unreal

#115
post #3

Here is a link to the demo on youtube https://www.youtube.com/watch?v=WU0gvPcc3jQ for those who haven't got a box PS5/Xbox

I find myself extremely bothered by the artifacts from temporal super resolution. It's not blurry like temporal anti aliasing was but instead it's like anything fast moving has a detailed shimmer around it. I felt similar problems when DLSS was cranked way up in demos (and based on the blockiness of the unfiltered portion of the demo this is pretty decently cranked up as well). Some of the particle lighting effects a…

I found it particularly distracting when looking at the player's hair. The background pixels around her hair are a complete disaster. There's a definite halo where the pixels being drawn are nonsensical.

Re: The Matrix Is Unreal

#116

Earlier quoted context omitted.

I feel like you could probably realistically represent "people don't just walk into walls" by having invisible walls around everything, at a sensible offset, and do some other tweaking - if I guide a character down a corridor at a weird angle, they should just sort of casually turn to mostly align with the direction of the corridor. There are probably many, many special cases that need to be exceptions to this and fi…

https://youtu.be/LNidsMesxSE?t=674 It's definitely possible to "not bash into walls" You don't always need to have bespoke animations- sometimes keyframes and realistic constraints can get you there. I think Unity is working on a framework for natural human animation.

> https://youtu.be/LNidsMesxSE?t=674

David Rosen pulled off quite a few little masterpieces -- his gamedev competition entries always had fantastically unique aspects. I cannot believe "Black Shades" was almost 20 years ago! (I have no affiliation, but I am glad to see https://www.wolfire.com/games is still alive and kicking!)

Lugaru and later Overgrowth have been the outcomes of what can only be called a decades long obsession with getting the player controls just right, allowing very natural and responsive control and movement, through creating emergent behaviors from first principles, resulting in a rich and natural interaction with the environment (and other characters, see the fighting mojo), in contrast to the many, many AAA titles that just constantly break the immersion through unnatural, jarring behaviors and frustrating limitations.

Re: The Matrix Is Unreal

#117
post #5

Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…

> But then the human walks against an object, and she does this standard video game 0 mph duck-walk

Who cares? It's a video game, that's how they work. I'd rather have developers work on making things fun than trying to make a creepy realistic Keanu not walk into walls

Re: The Matrix Is Unreal

#118
post #114

Earlier quoted context omitted.

This is a console demo, not a PC demo (unfortunately or fortunately, however you want to look at it). It runs on the PS5 and Xbox Series X/S which cost 500 USD.

The PS5 is $500 if you can find it, there's been shortages for over a year, the effective price is $900 on Ebay where you can actually get one without waiting.

You can get one off r/hardwareswap for MSRP usually and is delivered within a few days

Re: The Matrix Is Unreal

#119
post #26

This writeup is unsubtle in being a puff piece. The demoed tech is very impressive! Individual stills taken from the video are pretty convincing. The motion version definitely still exhibits uncanny valley, though—lights that are too hard on flesh, tightness and sharpness where there should be softness. That I have to resort to hand-wavey descriptors is cool; they’re getting close! But crossing uncanny valley is HARD…

I’d argue the opposite - it’s been clear since the early aughts we’d get there. What’s impressive about this demo is specifically the leap it makes towards that. I wouldn’t have expected real-time graphics on consoles to be this close for another generation.

Careful, real time demos have been made before and have turned out to be anything but.

I d wait until it s in my hand and I touch the tv trying to open the window for Keanu before I get excited :D

Re: The Matrix Is Unreal

#120
post #5

Meh, these guys are still stuck in the uncanny valley. Objects are often absolutely beautiful and realistic, but interactions between objects are ridiculous. Some of this is probably just "not enough processing power", but it is also due to where the rendering bumps up against the primitive controls. For example, you have a very realistic human. But then the human walks against an object, and she does this standard v…

I don't get the complaints. Sure, plenty of work to go before the avatars look completely natural, but can't we take a moment to appreciate that you can drive a car down the highway at 100+ mph with zero pop in, real time ray traced reflections and global illumination in a scene lit only by the sun, sky and emissive textures? With hundreds of cars and pedestrians moving about? On commodity hardware no less?

This is what blew my mind the most with this demo, and I think will enable some crazy cool evolution in open world gaming.

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