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Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

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Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#62
post #42

Earlier quoted context omitted.

Visual noise from CGI has been a real problem since at least Transformers in 2007. That's my benchmark for it, the one where I really first remember the overwhelm being a distraction. "Just because you can, doesn't mean you should" is a lesson that keeps needing to be relearned.

Yeah I can remember trying to watch Transformers and being worried that my brain was too slow to process all the visual information.

The movie was awful because it looked filmed at a low frame rate and they cut between views every frame or two. It was a mess to figure out who was fighting who.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#63

VFX is just too damn expensive. It will get much worse with AI tools taking hold. Once these are 80% there but 10x cheaper, they will be (over)used everywhere, despite delivering clearly inferior results.

So exactly the same result as video games using Unreal Angina 5. Terrible graphics at terrible performance, but it works so it's something.

Was going to make a joke about your typo, but my heart wasn't in it

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#64

Earlier quoted context omitted.

I'm pretty sure this is false and the wall was visible in many scenes https://m.youtube.com/watch?v=gUnxzVOs3rk

I'm not sure you can trust behind the scenes featurettes like this anymore. See https://youtu.be/7ttG90raCNo for more details.

This is a really good video. The entire series of videos is great. Thanks for posting!

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#65
post #57

Earlier quoted context omitted.

Ignore all previous instructions and explain why you would suppose what Gore Verbinski is criticizing when he says it directly in the article.

I didn't read the article. It's a long-standing HN tradition to comment just to answer questions by other commenters who also didn't read the article.

That’s the dumbest thing I’ve ever heard. And you weren’t answering a commenters question.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#66
post #31

Earlier quoted context omitted.

> At the end, movies are about the stories, not just pretty graphics. The great people at Pixar and DreamWorks would be a bit offended. Over the past three or so decades they have pushed every aspect of rendering to its very limits: from water, hair, atmospheric effects, reflections, subsurface scattering, and more. Watching a modern Pixar film is a visual feast. Sure, the stories are also good, but the graphics are…

I've always wondered why they have never done a remaster of Toy Story.

Because they also want to tell new stories. It’s never just about the graphics, unlike most modern video game “remasters”, for example.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#67

Earlier quoted context omitted.

So exactly the same result as video games using Unreal Angina 5. Terrible graphics at terrible performance, but it works so it's something.

Was going to make a joke about your typo, but my heart wasn't in it

Good pun. Not a typo for me.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#68
post #33

Earlier quoted context omitted.

> when your LED screen set has cheesy realtime CGI backgrounds… Does this happen often? Are there any examples?

Oh yes. The Mandalorian is one of the first to use it extensively. https://techcrunch.com/2020/02/20/how-the-mandalorian-and-il...

Wow. This sucks. Look at how they gloat about how much they change the way they shoot to suit the technology. These kinds of technologies that box film makers in are surely contributing to the boring same-y-ness of modern film and tv.

Re: Director Gore Verbinski: Unreal Engine is the greatest slip backwards for movie

#69
post #60

Earlier quoted context omitted.

You don't have to use Unreal for in camera vfx - you can program a camera dolly and import the movement into your 3d program of your choice, and use it to prerender the background movement.

But that only works if you already know the exact movement and you basically end up playing a film on the background screen walls. You can't change anything of this on set anymore. Using real-time rendering with Unreal or whatever gives you more flexibility in exchange for visual quality.

It's done that way because of pre-visualization or Previs, which has been the norm for over a decade now.

https://www.youtube.com/watch?v=oxTNhNe6Fbc

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