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The Matrix Is Unreal

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161–170 of 237 posts

Re: The Matrix Is Unreal

#161
post #109

Earlier quoted context omitted.

Even the scene from the original Matrix shown on the TV?

This is the actual movie 'wake up neo' scene: https://www.youtube.com/watch?v=sjoad6gcRzs

I’m talking about what’s shown on the CRT TV in the white room.

Re: The Matrix Is Unreal

#162
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…

This is running on current generation consoles, imagine what the next generation will look like.

Re: The Matrix Is Unreal

#163

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

Also https://www.youtube.com/watch?v=nRLNpQfRb1c

Re: The Matrix Is Unreal

#164
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…

Why is the original Jurassic Park (1993) still some of the best CGI to date?

This is a unix system. I know this!

Re: The Matrix Is Unreal

#165
post #67

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…

This is a fundamental gameplay issue to some extent though: you always wind up making a trade off between responding to the player and maintaining animation fidelity, and since controllers aren't a human body with a nervous system you're connected to, it's always going to be a problem. It's significant too: nothing frustrates players quicker then controls feeling "unresponsive" by doing something that's different to…

> nothing frustrates players quicker then controls feeling "unresponsive" by doing something that's different to what they instructed.

Which is what some game does fundamentally bad. When using skills in some game. Your action got locked completely and won't respond to your request until animation finishes. (And when the mob hit you in the middle, you can't do anything because animation is playing.)

But some games makes more efforts into these and allow you to transition to another action in the middle of one, blend them seamlessly or even play them at same time. That makes the game feels much more responsiveness and enjoyable. Feels you are actually moving your body instead a online character with high action latency.

Re: The Matrix Is Unreal

#166
post #97

Does anyone else kinda feel like videogames look good enough at this point? This demo looks fantastic, but I don't think many visual improvements beyond it seem super exciting to me. I'll take them when they come, of course, and I'm sure that realistic 3D worlds in videogames will continue to look better and better as time goes on. But I dunno. I hope advances in videogame engines do more than just help the biggest A…

> Does anyone else kinda feel like videogames look good enough at this point?

Yes, definitely. I kinda wish more resources would be diverted to improved physics, better procedural generation, and especially more realistic AI. When do we get to play a game against AI that is learning from the player and constantly changing its behavior in a truly dynamic way? Or how about a game where you can move and interact with every physical object you see instead of everything being a bolted down prop except for that jarringly different item that you're obviously intended to interact with? That would be orders of magnitude more exciting to me than hyper realistic hair on the player models.

Re: The Matrix Is Unreal

#167
post #120

Earlier quoted context omitted.

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 w…

About pop in, at 3:10 in Real Civil Engineer's video you can see a car pop in directly in the line of fire. It's a shame to point out tiny flaws like this but they are nonzero. https://youtube.com/watch?v=aDD4nSlh2BM&t=185

This is probably individual and mileage varies by platform, planet alignment and what not, but I never noticed anything like this when playing the demo. Doesn't mean there wasn't any pop-in of course – well, certainly none as egregious as the linked video at least, pretty sure I would've noticed that – but I don't recall any whatsoever, either in the action sequence or subsequent city exploration.

Re: The Matrix Is Unreal

#168
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…

"It's really cool" is severely downplaying the achievement here. It's like you got a 1st gen jetpack for christmas and you're complaining it doesn't have enough horsepower.

The fact that this runs in real time, at 30fps, on a $400 console is mind blowing. It's even able to downscale to a smooth 1080p/30 on the Xbox S. You would not dream of achieving this level of fidelity 5 years ago, there is nothing out there that compares. Nanite & lumen are the reason it performs so well, not the other way around.

On top of that, the promise of 4k/60 on PCs still hasn't been met. You can spend $3-4k and still barely achieve that with a 3090. This engine might be the first to actually get there.

Re: The Matrix Is Unreal

#169
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…

This demo was made on the unfinished engine with a team of less than 100 people in less than a year. Once this is the hands of bigger studios with longer schedules and even more optimized I think you'd be surprised.

Re: The Matrix Is Unreal

#170

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,”…

24fps is during cinematics, the gameplay segments are 30fps.

PS5 is 499 btw and there's even a 399 model (digital edition).

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