Rezbit said:davepoobond nails it.
Lance Bone Path said:You could make a game "real" by sufficiently limiting the interface.
For instance, you could make a hacker game where you wake up locked up in an air-tight room with a terminal on an isolated network where you can only interact with unix like command prompt windows and simulated web browsers. You have to hack into the system before you suffocate.
There.GillianSeed79 said:Has no one posted that Meet Emily Image Metrics tech demo yet?
SalsaShark said:how could both of us ever know ? its just my guess.
Sure, you can program tree leaves to move in a certain way, but would it look as random as the real thing ? Could you be fooled by it ?
Ive never been fooled by CGI, and i dont think its because the current state of computer generated images.
RevDM said:
Hopefully we'll see much more development of non-combat focused game gameplay in high-end titles.Josh7289 said:That's an interesting thought, because I've found myself a bit disturbed by the blood and violence in Bad Company 2. The game's graphics are really good and one of the most photorealistic we have at the moment... If games keep heading in this direction I may have to stop playing shooters. There's definitely a big difference between truly realistic violence and gore, and violence and gore as represented in most games so far. If the violence in games keeps getting closer to real life violence, I wonder how people will interpret it. It's an interesting problem.
The interactivity of games changes the deal considerably. It's one thing to watch someone else kill or even take pleasure from that, it's another to (virtually) do it yourself.KevinCow said:Movies are photorealistic. Is it so horrible watching Rambo gun down a bunch of dudes?
There are some movies that use extreme violence to make the viewer feel squeamish. There are other movies where the hero kills dozens upon dozens of people, and despite those people being played by real actors, the viewer doesn't sit back and think, "Oh no, I can't believe he's killing all those people!"
If movies can do it with real actors, photorealistic video games could surely do it just fine. This is a non-issue.
If you shot that material with standard film cameras, it wouldn't look less real than any other movie.EternalGamer said:I mean, if you made a film out of REAL ACTORS where the camera was set about 20 feet back so they took up only 1/3rd of the screen like little dolls and made the camera spin the way it does in most videogames, I would think most films wouldn't "look real" either.
Bah, we've had plenty of visual effects CG that most people couldn't distinguish from practical effects, i.e. the Iron Man suits. As mentioned earlier, at one point Favreau was giving comments on a IM1 shot on what he thought didn't look right, not realizing he was looking at a shot with the practical suit.Muzzy said:I would say no. It's like those robots/humaoids, the more details it get the more flaws we see. I think there's a word that summarize this, don't remember it.
So sure, CG and video game will improve and reach a new steps to the "real life looking" but there will always be something that will allow us distinguish it from the real.
Our facial animation pipeline has improved since then.Guardian Bob said:The illusion is broken a bit when he talks. I don't think it's the best we've seen.
Both. Is not like one's Armie Hammer and the other is a CG render.Plumbob said:![]()
Which one is the real one?
fernoca said:Another thing to keep in mind, is that in movies they can afford to put tons of details as seen on Pirates of the Caribbean and Avatar (and many other movies); but for those scenes they some haves dozens, even hundreds of computers just rendering that one scene; then that scene is saved as a movie. Is not like the forests of Pandora in Avatar were rendered by computers in realtime as you were in the movie theater.
ReyVGM said:I don't know why people insist on games looking like real life.
Even if the graphics are photo realistic, then you would need 100% real life physics to go along with it, which is kinda hard to get perfectly.
And even if that's all perfect, you would still need humans to act and look 100% natural, or else, you'll enter the Uncanny Valley and all it takes is just a weird arm move to plunge right into it.
ColonialRaptor said:They don't even have a 100% grasp on real life physics in science as it is... so simulating it might be hard.
Albiet, the stuff they don't have a grasp of isn't really at the same level as what I'm talking about - but they still don't know how to define gravity properly.
I agree that there are circumstances when "real life" is warranted, but there is also circumstances when absolutely not real life is also warranted. Depends on the game.
fernoca said:but for those scenes they some haves dozens, even hundreds of computers just rendering that one scene
Yep.Mister Wilhelm said:The Resident Evil remake is still the most "real" looking game ever made.
Precisely. I've always wondered about this in regards to videogame violence. For now, it's okay to shoot, dismember and maim people because they look like puppets. But once they look like your brother, or your sister or neighbor? And animation and damage models will have to evolve too, so if the characters move realistically and have realistic gore? Count me the fuck out.Ezalc said:I hope not. I think if it gets to look too much like the real thing then it just gets fucking creepy.
God I fucking love technology! ...Except for when I buy it and it's cheaper/better/faster in a months time.XiaNaphryz said:When they re-rendered it a few years ago for the 3D theatrical re-release and to get ready for Blu-ray, it only took 1/24th of a second per frame for rendering on their modern renderfarm.
So basically, if someone ever makes a CG DOA movie, we'll want them to have a set up like this.XiaNaphryz said:*wow*
Well, also keep in mind that their current renderfarm also has thousands of processor cores to use. I'm sure a single workstation can likely do some real-time preview renders fine even for that level of complexity, but I'm not sure if it'll be at a fully interactive framerate.Rodney McKay said:God I fucking love technology! ...Except for when I buy it and it's cheaper/better/faster in a months time.
So basically, that renderfarm can actually run the original toy story in realtime.XiaNaphryz said:Back in the Toy Story days of 15+ years ago, on their renderfarm back then they averaged an hour a frame. Their renderfarm back then was about 300 SPARCstation processor cores (clocked at around 100 MHz). They averaged about 96 MB RAM per core, and used around 5 gigs of hard drive space.
When they re-rendered it a few years ago for the 3D theatrical re-release and to get ready for Blu-ray, it only took 1/24th of a second per frame for rendering on their modern renderfarm.
Wow. I didn't understand what the hell happened until I read the commentsUrbanRats said:
Davie Jones from PotC and Navi from Avatar aren't human. We see very little inconsistencies because we're not really associating it with something we see in real life every single day constantly. Our eyes and brains are amazingly tuned to the human face, especially the movement of muscles in the mouth and eyes since we stare at those all the time.ReBurn said:I look at that and wonder why the CG for Flynn/CLU in the new Tron movie was so bad. Certainly they could have done it a little better. It was barely believable.
The Curious Case of Benjamin Button comes close. I was fooled.Houston3000 said:I don't think there's any movie with a 100% CG photo-realistic human face.