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It's not so much that the water looked off (which it did compared to the rock), it's that the character was completely unencumbered by the water. If you're wal
by twoquestions 6y ago
It's not so much that the water looked off (which it did compared to the rock), it's that the character was completely unencumbered by the water. If you're walking through ankle-deep water, your feet are going to slow down as they drag through the water and go faster through air, and the character's stride didn't account for the increased drag. It'd be the same as if you put that super-realistic character in a stylized game like Hollow Knight without adapting her animation to 15fps like the rest of the characters are.
The animation was great, but the graphics were much better, and one can't help but notice the quality difference even though both are awesome works of art.
- SAI_Peregrinus 6y agoThat and the climbing scene. As a climber there's no way to do that in those boots! Or, given the apparent story context, to do it that fast: nearly speed-climbing for an on-sight just doesn't look right. And her body movement for it was all wrong.
- thu2111 6y agoYes but isn't that obvious? Based on the quick talk at the start I didn't go into this video expecting literally everything to be photo realistic. The developers were quite clear that the two big things they wanted to demo were: 1. Better real-time global illumination 2. Ultra high poly models Then they also briefly focused on a few other features, mostly ones that they already shipped. The Lara Croft adventure scenario was an excellent choice to let them show their new work off in a context with many sudden lighting changes, naturalistic assets, arbitrary changes in scene geometry, huge changes in horizon distance and other things that have historically been difficult for real time engines due to their reliance on very CPU intensive pre-processing passes to build static data structures.