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The video is full or reflection artefacts because it uses screen space reflections, in 2022. It would be so much better to use raytraced reflections like RTX g
by speedgoose 4y ago
The video is full or reflection artefacts because it uses screen space reflections, in 2022. It would be so much better to use raytraced reflections like RTX games.
It also has transparency bugs. You see the boat through the reflection on the windshield of the car right at the beginning.
Walking animations are a bit clumsy with the path finding that is a bit unrealistic.
The water effects around the boat look bad.
This isn’t very much better in terms of technology than a AAA from about ten years ago. The artists did a great work.
- R0flcopt3r 4y agoIt’s also a blurry mess with tons of tearing at low frame rate. Might be down to the encoding that twitter does.
- franciscop 4y agoLooking at the original youtube video, tearing seems to be from Twitter: https://www.youtube.com/watch?v=X_LlSR6-ibA https://www.youtube.com/watch?v=X_LlSR6-ibA
- badpun 4y agoLol, so as usual, game devs perform technical miracles, rendering an incredibly rich virtual world at smooth 60 FPS, while a bloated and barely-competent Silicon Valley company cannot even display a freaking video clip of it without tearing.
- fmajid 4y agoTwitter is barely even incompetent.
- franciscop 4y agoAs a usual twitter user, I've been dreading watching any videos there and I'm used to find them on youtube because of this. I thought it was because I was using linux, but now that I've moved to a macbook m1 with the power of a supercomputer 10 years ago, the quality of the videos is too ridiculous to take twitter videos seriously.
- staindk 4y agoYeah I'm not sure how anyone's meant to find something impressive to look at when there's a layer of vaseline over all of it. Maybe there's a higher quality version being served to some Twitter users.
- bongobingo1 4y agoOr looking at it on your phone screen hides the muck.
- Freaky 4y agoTwitter's infamous for encoding video into little more than mildly suggestive compression artifacts. Here's a 4k60 YouTube video: https://youtu.be/VGnuGnOWeTE?t=605 https://youtu.be/VGnuGnOWeTE?t=605
- skohan 4y agoYou could not have seen this 10 years ago. Tons of geometric detail (unless those bikes are really clever billboards) and lots and lots of texture detail. 10-year-old GPUs would have had neither the VRAM nor processing power to put this out. Also this seems like a result of photogrammetry - so I think you can credit artists and the tools which make this possible.
- nothis 4y agoPhotogrammetry (together with a physical based rendering pipeline to get the lighting just right) probably deserves all the credit in this. I remember first reading about it in 2014, in an article about an indie game for that matter. The Vanishing of Ethan Carter. Here's an article: https://www.pcgamer.com/find-out-why-the-vanishing-of-ethan-carter-is-so-ridiculously-good-looking/ https://www.pcgamer.com/find-out-why-the-vanishing-of-ethan-... Since then, every game that embraced it for photo realism looks basically perfect in terms of world geometry. Doesn't even have to be crazy high-res or high poly, as long as you don't stick your virtual nose directly in front of stuff, you can easily fill every pixel on screen with one that's ~95% there from where it should be in a real-world photograph.
- skohan 4y agoAren't artists still involved in getting assets ready for production? My understanding was that a fair amount of polishing and refinement would still be required after capture (e.g. trimming down a very high poly model to something which can be rendered at 60FPS) - but I don't know to what extent that may have been automated by now. I guess technologies like Nannite will also reduce the need for this type of grunt work. But in either case, artists will still be involved in framing and staging the scene, doing the actual capture etc. Creating a beautiful scene through photogrammetry is still a form of art, the same way photography and painting are each forms of art.
- nothis 4y agoArt direction trumps tech in games for a while, now. This is just well lit, well researched and compression artifacts smooth out the details. Character's eyes are still kinda dead, animations fidgety, screen space reflection artifacts if the "reflected" area isn't in frame, etc, etc. Definitely no different from the average "realistic looking game" 5 years ago and probably, yes, even "high end graphics" 10 years ago. Things are slowing down.