Dinosaurs aren't real.
Dinosaurs aren't real.
Exactly. And that's mostly because, there's no point. Like, photorealistic CGI films are a complete paradox because why go through the trouble of attempting and usually failing to beat the uncanny valley when you can just film it in live action?A lot of games seek to replicate. A lot of animated films seek to innovate. It's kinda that simple. You don't see a lot of animated films that try to be realistic.
I mean if we're talking tech demos than this is an entirely different conversation. Like, UE4 has been used for Star Wars filmsI find video game cinematics/tech demos to be a better comparison.
Like we passed the Samaritan Demo this gen for sure, which was about a decade ago. Or like, which FF CGI are we at? Etc.
Offline vs real time though.Exactly. And that's mostly because, there's no point. Like, photorealistic CGI films are a complete paradox because why go through the trouble of attempting and usually failing to beat the uncanny valley when you can just film it in live action?
I mean if we're talking tech demos than this is an entirely different conversation. Like, UE4 has been used for Star Wars films
lol.
Yeah looks clearly worse than TLOU2There will always be peaks and lows. You can't pinpoint where we're at that way.
Anyway, here's Sid.
True but, what can be done with a modern game engine in realtime is still astounding and impressive AF and absolutely comparable to CGI with very few if any of the caveats of realtime rendering.
Yep that shot was cherry picked to hellThe day scenes don't hold up, but every single CGI used during the night (rain) scene and similar .... are still fantastic
No movie is individually placing all its hair though. They set a few key strands, and let computers fill in the rest. Same as games really.Hair is one of the most reactive and volatile things we physically have. A real-time engine that has to approximate its appearance and deformation hundreds/thousands of times a second will never approach the quality of any halfway decent pre-rendered CG that can be designed and animated knowing exactly where every strand needs to be at every moment.
Obviously it will get better, but it is the aspect that will always be playing catch-up the most and be the most behind the curve.
Extra characters seen in only a few shots or in the far distance would be built with that in mind bringing their total poly count only up to 100k or so. Now in the case of a lead character where their clothing is being simulated dynamically, they are in numerous close up shots, and the smallest of details have to be meticulously modeled, the poly counts jump up to drastically high numbers. Main characters averaged out to a poly count of ~300k. Now considering that this is only clothing, we can't forget the facial geometry (~30k), facial hair such as eyebrows and eyelashes (~20k) as well as hair. Hair being an in-house proprietary software, it's hard to really equate the hair into actual poly counts since it varied depending on the distance from the camera but, a rough estimate would be around 60k or so. There was also a "smoothing" via Renderman Subdivision at render time to prevent any artifacts showing up when the character was rendered at film resolution, which could double the poly counts at times.
No movie is individually placing all its hair though. They set a few key strands, and let computers fill in the rest. Same as games really.
KH3 matches toy story and frozen and tangled perfectly IMO. Sure the reflections of the films on the floor arent there but it is good enough. It overexceeded all expectations on scope and scenes for me and exploration.
Jurassic Park 1 film for me remains the best use of robotics still. IMO.
All this being said, for me the standard was always FF Spirits Within and FF Advent Children complete on blu ray.
I made a point to look out for when FF games would look as good or better with cgi cutscenes, and FFXV and FFVIIR did it the best from what ive seen in trailers and played.
Also, I need A Bugs Life 2 to be a real movie by Pixar :P
High-density grooms can easily contain hundreds of thousands or even millions of strands. And each strand can contain dozens of Control Vertices (CVs). The combination of these two factors will affect performance for import, rendering, and simulation. For reference, in order to achieve real-time on a high-end PC, we've been generating grooms with an average of 50k strands for long hairs with a relatively higher CV count, and an average of 200k strands for short hair with comparatively lower CV count.
Nah. BUT, we have achieved better looking materials. Specifically skin.Have we matched Final Fantasy X CGI cutscenes yet with in-game graphics?
Technically birds are dinosaurs.
Do NOT post the dog please.There will always be peaks and lows. You can't pinpoint where we're at that way.
Anyway, here's Sid.
In certain ways.Have we matched Final Fantasy X CGI cutscenes yet with in-game graphics?
People insisting that Toy Story hasn't been surpassed are all insane. That movie is ugly as fuck and its technical and aesthetic deficiencies are on full display in every frame.
Anyway, Spirits Within vs Uncharted 4
An inherent flaw in the gaming community being introduced to the concept of raytracing is the idea and/or implication that the only thing holding games back from matching offline CGI is raytracing.
An inherent flaw in the gaming community being introduced to the concept of raytracing is the idea and/or implication that the only thing holding games back from matching offline CGI is raytracing.
Considering the state of Spiderman CGI no it really doesn't.Spider-Man visuals and models are so slean and crisp it totally looks like a CGI movie at times:
God of War also looks also amazing in-game/ during gameplay.
There will always be peaks and lows. You can't pinpoint where we're at that way.
Anyway, here's Sid.
The original Toy Story was so new that there are clearly things that took priority as they were quite literally winging it.There will still be *that* poster that says this looks better than Uncharted 4 or TLOU2.
it doesn't really have anything to do with the technology, though. it's just bad art directionThere will still be *that* poster that says this looks better than Uncharted 4 or TLOU2.
See as more efficient methods come up, raw polycount becomes a useless barometric. We have character models approaching 200-300K this gen, and next gen it'll probably be in 400-500K range or higher. But at the same time you don't actually need to have that much polycount if you aren't going to use it or have methods like tessellation used commonly. CG models have lots of polycount for their clothing which moves a lot in comparison to game models, same for hair which in games are alpha blended or a mixture instead of raw polygons. And hair is one thing that's likely never going to be fully poly based and other techniques will come up to replace what we have to make something more realistic than what we have.We have yet to reach 'The Spirits Within' polycount levels, even for main characters:
Final Fantasy: The Technology Within
Shadows in Toy Story 1 are not ray traced. It uses shadow maps. Material models are also not physically based. Most effects possible with ray tracing were avoided or minimized because of performance.
Shadows in Toy Story 1 are not ray traced. It uses shadow maps. Material models are also not physically based. Most effects possible with ray tracing were avoided or minimized because of performance.
It's a really outstanding achievement in game animation. That scene has to be the high bar so far.Death Stranding completely blew my mind regarding this. Even though it's real time vs pre-rendered, I think it looks better than Beowulf in motion.
Again, this isnt a "whose pushing the most polygons" its a question of aestheticsWe have yet to reach 'The Spirits Within' polycount levels, even for main characters:
Final Fantasy: The Technology Within