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Quixel’s 3D Art Lead remakes Silent Hill 2 bathroom scene in Unreal Engine 4 with Ray Tracing

CyberPanda

Banned
Quixel’s 3D artist and Art Lead, Wiktor OhmanPRO, has shared some really cool screenshots from a remake of the Silent Hill 2 bathroom scene in Unreal Engine 4. What’s really cool here is that Wiktor used Ray Tracing in order to bring life to this scene. As such, this project showcases what a next-gen Silent Hill 2 remake could look like.

In case his name sounds familiar, Wiktor was the man behind a recent Counter-Strike remake in Unreal Engine 4.

Wiktor used Quixel’s Megascans, something that is quite obvious from the gorgeous textures that accompany this map. Furthermore, the artist used Raytracing for Global Illumination and Reflections.

The end result is spectacular and will give you a glimpse at a next-gen version of Konami’s classic game. Konami does not have any plans to remake Silent Hill 2, so don’t expect to be playing such a remake anytime soon. Still, it’s really cool witnessing artists remaking classic games in newer engines.

Alongside the following screenshots, Wiktor has also released a video showcasing this fan remake. We strongly suggest watching the video as it goes into details about remaking this scene.



 
Good lighting good textures poor geometry you can easily see edges it 2020 and still geometry is a problem people think they can throw in raytracing and fancy textures to convince people but no I'm not deceived geometry is still poor.
 

JordanN

Banned
Good lighting good textures poor geometry you can easily see edges it 2020 and still geometry is a problem people think they can throw in raytracing and fancy textures to convince people but no I'm not deceived geometry is still poor.
It's been a while since I followed game dev art, but the reason you're not going to see high polygon counts is because it also creates a lot of vertices that are used to reference textures.

As an example, here is a UV unwrap of a fireplace I did recently (which had 30,000 polygons and that was after decimating and optimizing it from a higher source).
NLsn39U.jpg



For pre-rendered work, I can just let my computer spend hours rendering this with no problem. But if every asset was like this in a video game, it's going to cause the CPU to slow down considerably.
 
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It's been a while since I followed game dev art, but the reason you're not going to see high polygon counts is because it also creates a lot of vertices that are used to reference textures.

As an example, here is a UV unwrap of a fireplace I did recently (which had 30,000 polygons and that was after decimating and optimizing it from a higher source).
NLsn39U.jpg



For pre-rendered work, I can just let my computer spend hours rendering this with no problem. But if every asset was like this in a video game, it's going to cause the CPU to slow down considerably.
That is obvious but if computers can do realtime raytracing today then why should we still have poor poly counts I mean I can tell the fucking edges why? We should move on from this
 

JordanN

Banned
That is obvious but if computers can do realtime raytracing today then why should we still have poor poly counts I mean I can tell the fucking edges why? We should move on from this
Limited processing power plus memory to store the assets.

I have a scene that has 2 million polygons in the viewport and it consumes 1.2GB of memory. At render time when I have several 4K textures loaded and I increase object subdivision, it jumps to 4 ~ 5 GB.

sxdXIvh.png



And this is just for a static kitchen scene. Remember that games also need meshes to handle collision detection as well as animation so that's more resources being taken up.
 
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JordanN

Banned
Also, games are only doing ray tracing now, because GPU's are more specialized or getting better at firing millions of rays in any direction.

Pushing and animating millions of polygons is still highly CPU intensive. In fact, what you don't see in that above screenshot is that I'm also using proxies for a lot of meshes.

Here's the floor for the kitchen and each tile has 4 million polygons. My computer would explode if I didn't save them out as a low res proxy instead since I scatter several of them through out my scene.

2XYbuHa.png

DwmKjZa.png
 
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Shifty

Member
That is obvious but if computers can do realtime raytracing today then why should we still have poor poly counts I mean I can tell the fucking edges why? We should move on from this
To add to JordanN JordanN 's points, diminishing returns is also a thing.

Even if the GPU manufacturers had put all that time researching raytracing into beefing up the rasterization machinery that handles geometry instead, the gains wouldn't be as palpable because rasterization tech is already at the cutting edge.

We're getting to the point where the hardware can only get so powerful based on real-world physical limits, which is why raytracing is the new hotness- it's easier to develop entirely new tech that works alongside rasterization than it is to chip away at optimizing architechtures and fabrication processes that have already been optimized to death.
 
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Limited processing power plus memory to store the assets.

I have a scene that has 2 million polygons in the viewport and it consumes 1.2GB of memory. At render time when I have several 4K textures loaded and I increase object subdivision, it jumps to 4 ~ 5 GB.

sxdXIvh.png



And this is just for a static kitchen scene. Remember that games also need meshes to handle collision detection as well as animation so that's more resources being taken up.
Exactly my point and I had a big argument earlier about rumours next gen consoles having less ram which to me is the most important in graphics, we need more ram than anything but they keep talking about faster ssd load times and bandwidth which is pointless without enough memory, next gen to me means next gen assets not just raytraced lighting and 4k it's pointless to raytrace PS4 looking assets in 4k and call it ps5 this is what grinds my gears.
 
Seems you have a fetish for geometry.
Not a fetish it's just that I've played games for a decade or 2 since N64 to ps2 my childhood dream was to see games with enough poly counts smooth as in films but up to today this never happened it improved but not enough, the industry is shifting to higher framerates and resolutions and not graphics fidelity they make faster gpus but not enough VRAM on them to hold enough polygons.
 

DeepEnigma

Gold Member
Not a fetish it's just that I've played games for a decade or 2 since N64 to ps2 my childhood dream was to see games with enough poly counts smooth as in films but up to today this never happened it improved but not enough, the industry is shifting to higher framerates and resolutions and not graphics fidelity they make faster gpus but not enough VRAM on them to hold enough polygons.

It's because high poly counts and the ram needed are expensive. It really is as simple as that. So they come up with other methods, tesselation, LoD tricks, etc., etc..
 

JordanN

Banned
Exactly my point and I had a big argument earlier about rumours next gen consoles having less ram which to me is the most important in graphics, we need more ram than anything but they keep talking about faster ssd load times and bandwidth which is pointless without enough memory, next gen to me means next gen assets not just raytraced lighting and 4k it's pointless to raytrace PS4 looking assets in 4k and call it ps5 this is what grinds my gears.
You'll have to wait for the technology to trickle down.

I already mentioned that even for my pre-rendered work that takes hours to render, I still have to optimize my scenes so they don't crash my computer. Video games are even farther away from this target of having movie-level assets running at real time.

In addition to memory, it does require a lot of physical storage space too. Again, with more geometry, texture quality also has to look good with it. If you look up the specs that was behind Avatar (2009) they were using petabyte hard drives to store all their data. And that was 10+ years ago.

The movie was shot and rendered in Miramar, New Zealand, (population 8,334) in one of the most powerful purpose-built data centers in the world (same place they created King Kong and Lord of the Rings). According to Information Management, the computing core – 34 racks, each with four chassis of 32 machines each – adds up to some 40,000 processors and 104 terabytes of RAM. The blades read and write against 3 petabytes of fast fiber channel disk network area storage from BluArc and NetApp.
 
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You'll have to wait for the technology to trickle down.

I already mentioned that even for my pre-rendered work that takes hours to render, I still have to optimize my scenes so they don't crash my computer. Video games are even farther away from this target of having movie-level assets running at real time.

In addition to memory, it does require a lot of physical storage space too. Again, with more geometry, texture quality also has to look good with it. If you look up the specs that was behind Avatar (2009) they were using perabyte hard drives to store all their data. And that was 10+ years ago.
Avatar looks are a long way to go but we should surely sort out polygons imagine in today flames smoke and grass are all flat planes with an alpha texture no volume in it stuff like this should be sorted there is no reason at all it's a culture we have to escape in this industry it's like designers just stopped innovating and just splash the old school methods into any game
 
It's because high poly counts and the ram needed are expensive. It really is as simple as that. So they come up with other methods, tesselation, LoD tricks, etc., etc..
Tired of those tricks it's dejavu everytime I play a game I can clearly point out all the tricks and this ruins the fun and freedom I should have to just plug in a game and enjoy it like a film u can play any racing game for instance and they all look similar don't care what platform but the techniques are the same somebody should innovate
 

JordanN

Banned
Avatar looks are a long way to go but we should surely sort out polygons imagine in today flames smoke and grass are all flat planes with an alpha texture no volume in it stuff like this should be sorted there is no reason at all it's a culture we have to escape in this industry it's like designers just stopped innovating and just splash the old school methods into any game
Those are driven by particle simulations, i.e more cpu intensive tasks that take hours to achieve on a powerful setup.

There's no point whining. If you believe you have a better solution, you can download a game engine or 3D modeling program and insert your own code on how it's done.

And I don't say this in a sarcastic way. If you truly believe you have the answer to solving real time limitations, then be the first to pioneer the solution and you can expect to be rewarded millions of dollars for it.
 
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Those are driven by particle simulations, i.e more cpu intensive tasks that take hours to achieve on a powerful setup.

There's no point whining. If you believe you have a better solution, you can download a game engine or 3D modeling program and insert your own code on how it's done.

And I don't say this in a sarcastic way. If you truly believe you have the answer to solving real time limitations, then be the first to pioneer the solution and you can expect to be rewarded millions of dollars for it.
Try to comment when you aren't on your period, thank you.
 

Holdfing

Member
Love the Quixel guys. They make environment texturing look effortless. Not sure about the blood though. I think it's just rust, grime and filth in the original.
 

JordanN

Banned
Try to comment when you aren't on your period, thank you.
I'm just trying to help you dude.

I don't think there's a conspiracy or lack of interest for why we don't have movie quality graphics in real time. There's are companies right now competing against each other to come up with faster computer generated techniques. You can look up one example right now, Pixar's own research in CG or even Disney's.



If you seriously believe you know more than these guys, then why not join them and help them out? They WILL pay you. You will get recognized for your work.
 
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I'm just trying to help you dude.

I don't think there's a conspiracy or lack of interest for why we don't have movie quality graphics in real time. There's are companies right now competing against each other to come up with faster computer generated techniques. You can look up one example right now, Pixar's own research in CG or even Disney's.



If you seriously believe you know more than these guys, then why not join them and help them out? They WILL pay you. You will get recognized for your work.
Only playstation exclusive companies are trying everybody else is generic,
 

Helios

Member
Love the Quixel guys. They make environment texturing look effortless. Not sure about the blood though. I think it's just rust, grime and filth in the original.
That's what I thought too. I felt like the remake was too much on the nose while the original one was more subtle. In the end it's just a really filthy bathroom.
Although on closer inspection it does kind of resemble blood.
M15AfU6.jpg

On the other hands the hands on the door looks tacky. Not that it matters, I'm just nitpicking.
 
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Holdfing

Member
That's what I thought too. I felt like the remake was too much on the nose while the original one was more subtle. In the end it's just a really filthy bathroom.
Although on closer inspection it does kind of resemble blood.
M15AfU6.jpg

On the other hands the hands on the door looks tacky. Not that it matters, I'm just nitpicking.
I though it was way too much as well. I feel like the devs only put blood where it made sense from the story perspective, and the bathroom is not that place. He toned it down for the final shot, though.

Overall it's a nice ad for their material library and software.
 
Oh come on. If you want to engage in a decent (not even serious or meaningful) discussion about rendering tech, you need at least to know what you are talking about.

And avoid stupid fanboish shit like that.
I know what I'm talking about and I'm serious fanboy Ur bum hole, in all the industry only playstation exclusives lead in rendering quality period.
 

Darak

Member
I'm starting to feel like all those modern PBR texture libraries and software (Substance, Quixel, etc) are way too overused. Every AAA game seems to have the same dirt & grime over everything, and it's also always the same procedurals, alpha maps and textures, so you end up detecting the patterns everywhere and it's way too distracting. You can't have an armor anymore which doesn't look like it has 10 years of wear, tear and scratches. And the scratches always look the same.
 
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I'm starting to feel like all those modern PBR texture libraries and software (Substance, Quixel, etc) are way too overused. Every AAA game seems to have the same dirt & grime over everything, and it's also always the same procedurals, alpha maps and procedurals, so you end up detecting the patterns everywhere and it's way too distracting. You can't have an armor anymore which doesn't look like it has 10 years of wear, tear and scratches. And the scratches always look the same.
They keep repeating the usual lazy techniques
 

Holdfing

Member
Don't feed the trolls :)

I'm starting to feel like all those modern PBR texture libraries and software (Substance, Quixel, etc) are way too overused. Every AAA game seems to have the same dirt & grime over everything, and it's also always the same procedurals, alpha maps and textures, so you end up detecting the patterns everywhere and it's way too distracting. You can't have an armor anymore which doesn't look like it has 10 years of wear, tear and scratches. And the scratches always look the same.
This is the most efficient way to texture, so it's either this or games taking way too long to make.
 

Darak

Member
This is the most efficient way to texture, so it's either this or games taking way too long to make.

Yeah, I understand that, but perhaps a better solution is just to tone down the realism (there is already a dissonance in games as things like interactivity, animation, or human faces look unrealistic but then some surfaces seem to have been lifted from a photo). You can get an outstanding image without sub-pixel cracks and dirt on every texture and in fact, most surfaces are not that interesting in real life anyway.

Hyperrealism exists in painting, but it is not very popular.

In fact I have this gripe with modern games: there is way too much damn detail in everything! You can't have a plain desk anymore, you now must have a busy desk full of piles over piles of random stuff. The resulting images are way too noisy, not to mention everything is non-interactive anyway, so it's way too much work for little benefit. It can even hurt the gameplay, as important, interactive objects may be easy to miss with all that noise.
 

Holdfing

Member
Yeah, I understand that, but perhaps a better solution is just to tone down the realism (there is already a dissonance in games as things like interactivity, animation, or human faces look unrealistic but then some surfaces seem to have been lifted from a photo). You can get an outstanding image without sub-pixel cracks and dirt on every texture and in fact, most surfaces are not that interesting in real life anyway.

Hyperrealism exists in painting, but it is not very popular.

In fact I have this gripe with modern games: there is way too much damn detail in everything! You can't have a plain desk anymore, you now must have a busy desk full of piles over piles of random stuff. The resulting images are way too noisy, not to mention everything is non-interactive anyway, so it's way too much work for little benefit. It can even hurt the gameplay, as important, interactive objects may be easy to miss with all that noise.
Yeah, it's getting kinda boring. While I don't like the Borderlands games, at least they look different. They probably still use Substance to paint the assets, though.
I blame detective vision in all of its forms on the chasing of realism in gaming. You have to have it, otherwise enemies and objects can be really hard to spot in cluttered environments.
 
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Yeah right. You said "I can tell the fucking edges" and I asked you to point them out in the very video you were replying to. No answer and now insults.
Your asking a silly question, your showing me a pic where objects are far take a closer pic and show me take a close pic of those toilets on the video and you'll see edges, stop asking kindergarten questions?
 
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