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The Matrix Is Unreal

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Re: The Matrix Is Unreal

#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 video game 0 mph duck-walk. Part of the problem here is that real humans don't bash into walls. So how do you realistically represent that, when in fact it's just Johnny pressing forward on his controller?

Re: The Matrix Is Unreal

#6
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…

Yeah having actually played it you run into this immediately. NPC cars will deform in a crash, but a street lamp will bring your car to an immediate stop.

That’s far from an unsolvable problem though, and this is a graphical tech demo, not a full game with the associated staff, budget, time, etc.

The Demon’s Souls remake (which I think actually looks nicer) has tons of destructible boxes, tables, stone work, etc (the original had much of this as well). I’m more interested high graphical fidelity being used in these smaller, authored spaces than in massive, often empty open worlds.

Re: The Matrix Is Unreal

#7
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…

Yeah, they look to much like mannequins in the YouTube trailer video.

Re: The Matrix Is Unreal

#8
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…

[deleted]

Re: The Matrix Is Unreal

#9
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…

A lot of newer, fancier cg in movies and games is deep in the uncanny valley for me. I can’t watch/play for more than 15 minutes without realizing I’m in a game that doesn’t look right, it’s distracting.

I suppose the tech can’t get across the valley without first passing through it

Re: The Matrix Is Unreal

#10
Ok, I was under the impression that the white room scenes were a mix of filmed and digital assets, not 100% renders. In this context it is very impressive. The later scenes are very good, but in as others put it still in that uncanny valley area. We are on the up-slope however!
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