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The Matrix Is Unreal

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151–160 of 237 posts

Re: The Matrix Is Unreal

#151
post #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

I quite like door interactions in VR - specifically Half-Life: Alyx

Re: The Matrix Is Unreal

#152
I wonder if one day there will be companies that will just sell iper realistic models of complete cities or popular zone to be used in games or other kind of applications.

Like companies such as Tele Atlas did back in the days for map data (when they didn't have much more than that I guess).

Re: The Matrix Is Unreal

#153
I sometimes think if an article like this got done with actual images of people while claiming it was CG, there would still be a lot of, "I could tell immediately it was CG". "It is so terrible", and "The faces look so bad" etc.

Re: The Matrix Is Unreal

#154
Thanks to HN, I checked it out on my PS5 tonight. Very impressive. The thing that immediately jumped out at me was the 24fps target. The demo has a cinematic feeling, and thus the 24fps framerate feels “correct.” Compared to 60fps, you can do a lot more when you have 2.5x as much time per frame.

The first part is a CGI representation of Keanu and Carrie-Anne. I was shocked at the quality; it had “the demoscene feel,” if you know what I mean - “I did not know the hardware could do that.” Artists going full OCD, just because it was the right thing to do. Great work.

Parts of it had that CGI feeling, but most of the first two minutes, I swear I was watching video and not CG.

Part 2: the city tour. I am not sure if there’s a detailed YouTube video of same, but the artists used some clever tricks, as any good 3D artist would. You can fly around and peer into offices and apartments through their windows. There are a limited number of static rooms, and they use frosted glass to blur the details. Interiors are fully modeled and there is parallax through the glass. HVAC units on rooftops are robust, down to the warning messages. Great use of LOD.

I saw Z-fighting and LOD “popping” when surveying the city from on high.

I walked away from this (um, got up from the sofa) thinking Epic’s gambit is to push Unreal Engine 5 as a virtual movie set.

They went all out on the character models in the first part, with Keanu and Carrie-Anne. There were a few uncanny valley shots (“dead eyes”) but very impressive overall. Some of the shots could be taken as a reference, or gold standard.

Even more impressive is that it’s running on a (loss leader) $600 Sony PS5.

Re: The Matrix Is Unreal

#155

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.

Overgrowth was such an enticing game to play. It didn't have AAA graphics, but its physics were so much more realistic than the games I'm used to that I was sucked in, and it left a strong impression on me. I wish more games were doing procedural animation, and physics-based damage.

Re: The Matrix Is Unreal

#156

Thanks to HN, I checked it out on my PS5 tonight. Very impressive. The thing that immediately jumped out at me was the 24fps target. The demo has a cinematic feeling, and thus the 24fps framerate feels “correct.” Compared to 60fps, you can do a lot more when you have 2.5x as much time per frame. The first part is a CGI representation of Keanu and Carrie-Anne. I was shocked at the quality; it had “the demoscene feel,”…

> The thing that immediately jumped out at me was the 24fps target

The demo runs capped at 24fps? That has to feel almost unplayable in an interactive setting? A dip below 30 in an interactive first person perspective is usually pretty disturbing.

Re: The Matrix Is Unreal

#157

Thanks to HN, I checked it out on my PS5 tonight. Very impressive. The thing that immediately jumped out at me was the 24fps target. The demo has a cinematic feeling, and thus the 24fps framerate feels “correct.” Compared to 60fps, you can do a lot more when you have 2.5x as much time per frame. The first part is a CGI representation of Keanu and Carrie-Anne. I was shocked at the quality; it had “the demoscene feel,”…

> I walked away from this (um, got up from the sofa) thinking Epic’s gambit is to push Unreal Engine 5 as a virtual movie set

I think they have been doing this for quite some time already:

https://www.youtube.com/watch?v=gUnxzVOs3rk

Re: The Matrix Is Unreal

#158

I spent 30 minutes watching YouTube footage with my wife yesterday. It is absolutely incredible. I suspect they used this technology to make the movie, or parts of it. Why else would this be made?

Please link to some of the vids you recommend?

I think any random video would do

Re: The Matrix Is Unreal

#159
post #138

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…

Yeah it's really cool, the problem is it barely runs at 30fps and there is no way in hell it's going to run at 60fps on a console. I never had a ps4/xbone, skipped the last console cycle and stayed on PC then recently got a PS5 where every title has an option to play at 60fps. There is no way in hell the consoles are going to be able to push this fidelity at that frame rate. Let alone their promise of 120fps that has…

If AI upscale is undistinguishable for the average gamer I really don't see to problem. I much rather have 4k 120fps using AI upscale then full hd 30fps without it.

Re: The Matrix Is Unreal

#160

Thanks to HN, I checked it out on my PS5 tonight. Very impressive. The thing that immediately jumped out at me was the 24fps target. The demo has a cinematic feeling, and thus the 24fps framerate feels “correct.” Compared to 60fps, you can do a lot more when you have 2.5x as much time per frame. The first part is a CGI representation of Keanu and Carrie-Anne. I was shocked at the quality; it had “the demoscene feel,”…

> The thing that immediately jumped out at me was the 24fps target The demo runs capped at 24fps? That has to feel almost unplayable in an interactive setting? A dip below 30 in an interactive first person perspective is usually pretty disturbing.

The intro scenes are capped at 24fps. The interactive segments run at 30fps with dips. Digital Foundry discussed it here - https://youtu.be/ib6_c6uliLg?t=1985
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