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The Gates of Argonath in VR at 50 FPS on Unreal Engine

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Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#3
I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar?

It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#6
post #4

50 FPS is too low. There's a reason that 90 FPS is the low bar for VR.

For something this big and far away you'd think there would be a way to cheat.

It's not as if things are going to move massively if you move your head a bit, you should be able to precalculate things to an extent.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#7
post #4

50 FPS is too low. There's a reason that 90 FPS is the low bar for VR.

90 FPS for redrawing the image according to the motion of your head, but the actual rendering of the scene can be much slower. Motion reprojection is basically the only way to make GPU-intensive games like MSFS playable in VR on < $1000 GPUs.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#8
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

> It will also lead to questions about the copyright of the resulting models

I'm sure there will be no questions there.

The questions about the copyright of models like DALL-E, Stable Diffusion, etc. exist solely because it infringes on the rights of thousands of random artists all around the world. There is no one single entity with enough power to clearly oppose it so people making the models can get away with "questionable copyright", "legal gray area", etc. kind of talk.

Try the same with a model trained on a single movie created by a multinational with infinite money and all this will be resolved and defined real quick and strongly worded cease & desist letters sent out by end of work day.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#9
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

"Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar?"

Me, but I doubt it will be the same experience, if the scene is highly optimized by hand like the movie is vs. some AI generation.

Re: The Gates of Argonath in VR at 50 FPS on Unreal Engine

#10
post #3

I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year. I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? It will also lead to questions about the copyright of the resulting models, probably somewhat dependant on how automated this process is.

> I think it will be commonplace to virtually walk around in movie scenes turned into 3d scenery by AI by the end of next year.

I would take the opposite bet, I doubt most movies have complete enough 3D scene to be AI enhanced, let alone something good enough to walk around, you wouldn't model what you won't film after all and nobody wants to see hallucinated aliens in middle earth.

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