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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

#71
post #38

Earlier quoted context omitted.

Off the shelf yes, but wow…. The requirements for Unreal are unreal. Recent versions handle real-time global illumination (Lumen) and dynamically render geometry to insane levels of detail (nanite). Both of these are groundbreaking achievements. But having had to install this in a bunch of university computers I can tell you that it comes at a cost. Interestingly, the most significant issue is the space these install…

Wait, disk space was the limiting factor, not GPUs?

Yep, unreal is surprisingly efficient on the graphics side of things, but it also wants 70-something GB just to install and that's before it starts setting up the graphics cache which adds another 40 GB iirc.

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

#72
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.

Most VR headsets/runtimes support this but it only goes so far. The closer things are the more occluded sections will need to be in-painted. The farther the scene is the more it might as well be a skybox at infinite distance.

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

#73
post #8

Earlier quoted context omitted.

> 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 "que…

> 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 How does it infringe? Are your memories of a movie copyright infringement? https://youtu.be/IFe9wiDfb0E

I’d like to add that all creative work stands on the shoulders of predecessors by being trained and based on (even if indirectly influenced) previous works. This really is unavoidable on a human level because we can only do what we see and experience.

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

#74
post #52

Earlier quoted context omitted.

If I am an artist and I go to art school, I'm going to spend years studying the masters to learn their techniques and style. If I then produce an impressionist portrait on canvass, informed and influenced by the years of study of existing works.... am I violating copyright?

No, because it took years of study and producing a new portrait will take weeks. If you were able to study a master's entire portfolio in a matter of hours and then instantaneously generate 10,000 portraits in their distinct style, yes that would be unethical. I don't know enough about copyright to say if it would be illegal and I don't think that's a particularly interesting topic.

You just described some pretty amazing technology that can quite possibly move the human race forward and I’m surprised your first thought is that it is unethical. New technology often displaces old methodologies by disruption. It is not unethical to disrupt, but it may be unethical to let those people be disrupted without compensation, which is where I feel a lot of the anti-technology sentiment comes from.

As a society we ask people to branch out into various expertise… through no fault of their own maybe someone’s expertise is randomly obsoleted by a new technology. Just as copyright laws incentivize new creations, we as a society should incentivize people to embrace new disrupting technologies by safety-netting those displaced by them since it’s a gamble more or less of who is next to be displaced.

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

#75
post #56

Earlier quoted context omitted.

I can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? Me. It sounds boring. I couldn't give a damn about exploring someone else's fantasy world. This is a bit odd because I love open world video games. I guess I need a reason to spend time there.

Once we can generate the world quickly, how far are we from generating things to do in that world?

I think ChatGPT showed exactly that we are not that far away. ChatGPT fine-tuned on the specific world could generate quests and make every NPC able to get interacted with

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

#76
post #56
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 can see this turning into a real industry. Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? Me. It sounds boring. I couldn't give a damn about exploring someone else's fantasy world. This is a bit odd because I love open world video games. I guess I need a reason to spend time there.

if you watch TV, movies, read books, post games, or exist, you're already exploring someone else's world

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

#77
post #53

Earlier quoted context omitted.

Considring a brand new top of the line Nvidia GPU will currently cost you almost 2k, your prices feel a little ~4-5 years ago.

Right. You only need a card that's more powerful than the GTX 1060 for VR though, so the actual price-of-admission is more in the $250-400 price range.

The original comment wanted to try a demo like this. A RTX 3080 only runs it at 50 fps. A 1060 isn't good enough.

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

#78

Earlier quoted context omitted.

Right. You only need a card that's more powerful than the GTX 1060 for VR though, so the actual price-of-admission is more in the $250-400 price range.

The original comment wanted to try a demo like this. A RTX 3080 only runs it at 50 fps. A 1060 isn't good enough.

The parent I'm responding to was interpreting "VR capable" as "top of the line" which is demonstrably false. You probably can't even get this scene in the first place, so it's kinda a moot point.

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

#79
post #13

Earlier quoted context omitted.

>Who wouldn't like to wander, fly and swim around Pandora, the world of Avatar? Sure, like once or twice? I could see it getting old fast, though.

You might get bored with a specific location but not the general concept.

I disagree. VR is cool, but just walking around with nothing to do is not that interesting now.

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

#80

Earlier quoted context omitted.

Wait, disk space was the limiting factor, not GPUs?

I couldn't find the exact video, but Digital Foundry did a great breakdown on the performance bottlenecks in Unreal 5. They showed how disk speed directly influenced asset streaming, and it was pretty interesting to watch. Their HDD-speed drive choked constantly when running the UE5 demo, but a SATA SSD had enough bandwidth to handle the assets. So, it's kinda a weird spot to be. Not every scene was streaming 250mb/s…

Are these types of assets typically compressed?
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