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#1 | |||
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Member
Join Date: May 2005
Posts: 120
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Sorry if alreayd posted. Got it from Teamxbox topic by Zbox.
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Than he posted what they said about MGS4 Quote:
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#2 |
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Member
Join Date: Jul 2005
Posts: 557
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it all seems like wishful thinking, specially the no loading, 60 fps, etc... not that I don't agree that is ideal.. but I doubt Sony would make that mandatory
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#3 |
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Senior Member
Join Date: Mar 2005
Posts: 6,744
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I hope 90% of that stuff does happen. I hope devs are thinking like this too.
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#4 |
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god of war.
Join Date: Apr 2004
Location: Greensboro, NC.
Posts: 3,347
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im sure we will see a bit of 1,4,5...its the 2, and 3 that has me a bit worried we wont get. (or atleast the last sentence in 3...grabing the rail? maybe a bit too much wishful thinking)
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#5 |
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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1 ) No problem, just give us an infinite amount of memory, and we're golden. Seriously, though, getting things like destroyed environments to leave behind their debris is relatively easy compared to leaving behind dead bodies. At least a chunk of debris is a small model instance that will likely use only 2-4 low res textures and 1 transform. A dead body is a model instance that probably uses many more much higher res textures and a few hundred transforms. Simple ones will be on the order of 35-90 bone transforms and the complicated ones will be 300+. You can easily ask for it in a Tenchu where fewer than 20 characters will even exist in a level (I think it's actually already the case there)... Just don't ask for it in a 99 Nights type of game.
2 ) AI is full of holy grails, and the problem is that the Holy Grail is a fairy tale. "More realistic than ever"?? Eh, that's not saying much. But "nearly as smart as the player"... ummm.. well, the average gamer is dumb as a post, but still... I'd have to say never. Not on PS3, not on 360... Not even on PS12. Now things like the examples mentioned are easy, but making them do it in an effective way that could effectively suspend your belief that it's an AI -- not going to happen. That's why everyone will tell you that online play is generally the best. 3 ) To a certain extent, this will be possible, but never enough to satisfy people, and that's basically how it will stay for the next 5 or 6... millenia. The majority of what is brought up as examples amount to little more than further expanding the size of an animation library for a character. Things like IK-ing the feet... fine, whatever. Ragdolls are greatly misunderstood, because the real problem with them is not that they're physically wrong -- it's that everything ELSE is physically wrong. And preventing them from flailing around in a world where forces are massive and 1 bullet has a mass about 1/10000 that of a skyscraper... well that's kind of a problem. 4 ) People are stupid. It doesn't matter how much Bluray stores -- it matters how much data at once can be moved around in memory to and fro in 1/30 or 1/60th of a second. You want massively expansive and varied worlds, you might get it from a 100-hour RPG, but not from Halo. 5 ) Meh... nothing out of the question here, but expecting it to proliferate beyond a handful of niche titles is stupid and pretty much shows that gamers don't even know themselves as well as a financial analyst knows them. There are more ways for it not to make sense then there are for it to make sense. Maybe the Revolution will change that, maybe not. The only thing we can really do is wait and see. 60 fps -- Using AAA titles as a benchmark for all future titles? You really think even 10% of games that will be produced for next-gen will have the production value of AAA titles even of this gen? HA! The whole "losing 5% of detail in the background" thing kind of leads along the right path, actually... Doing that is not a skill or technology issue -- it's something that only comes by testing and refactoring over and over and over, making it a time and money issue. Spending that kind of time and money for something in a market where less than 5% of the product out there even breaks even is not financially responsible. If God of War qualifies as AAA, then the vast majority of games that will be made will be "B" titles that will hardly sell 5000 copies worldwide. If you, the consumer, are willing to pay any amount of money to see that happen, then fine. But otherwise, forget it. Now in all fairness, this is far, far, far, far, far more likely to come out of Japanese developers because of the cultural difference. The US is simply not a gaming culture, and probably never will be. The approaches of publishers is infinitely more conservative and less likely to put money into arbitrary projects instead sticking to formulaic and/or proven SKUs. A much larger variety of games can sell in Japan, and hence, the risk is generally smaller. All the same, the cost of developing will go up with every new hardware transition, and higher risks will creep in further no matter where you are. No Load times -- Goodbye. If you want your boom in content, then you will not ask for this. If you want everything, you will always get nothing. It's called reality. You'll get one or the other, never both. Anyone who thinks next-gen optical drives are super fast is unfortunately unable to count. The other two -- Sorry, but those aren't really up to game developers. That's a complaint to direct to the console manufacturers and/or whoever writes the OSes. We're really not allowed to mess with anything that doesn't directly deal with that one particular title unless Sony/MS/Nintendo says we are.
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#6 |
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Member
Join Date: Feb 2002
Location: LA, California
Posts: 826
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ShootMyMonkey :
Taking just # 3 for the moment - my understanding was that IK still requires some kind of artist produced animation data: for example, if you specified a path followed by a character's hand, IK could be used to compute the position/orientation of attached bones (the arm), taking joint constrainsts etc... into account. That seems like a useful tool, but it doesn't really solve what seems like a much harder problem : how is the path of say the hand reaching out to a rail computed? How do you even identify that some piece of graspeable geometry is there in the first place. A precomputed hand path of some sort might work, but it would have to be adapteable to a character being in some arbitrary position/orientation relative to the rail to look realistic. How can you address this with little more than an expanded animation repertoire? (serious question). I will be completely blown away when I see a game where a charater walking/running up a flight of perfectly straight (not even twisting) stairs doesn't appear to levitate above or penetrate the steps, and, when stopped, places both feet squarely on a step. That said, I don't see how any of these things, with the exception of improved AI and new interaction paradigms, really contribute much to actual gameplay. |
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#7 | |
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Moderator
Join Date: Feb 2002
Location: Redmond, WA
Posts: 3,192
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Quote:
Ignoring the computational cost for a second, IK is difficult to work with for artists and it's hard to make it look consistent with the rest of the animation. It's only a win if it actually solves a problem, or at least resolves more problems than it causes. There are some interesting algorythms that use captured or hand tuned poses to weight the results of IK solutions. Sort of like asking "I'd like you to touch this point with your hand and I'd like the final solution to look a bit like one of these poses I drew earlier". If I ever have any real time I think they're interesting to investigate. |
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#8 |
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Member
Join Date: Feb 2002
Location: LA, California
Posts: 826
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ERP that sounds extremely cool, do you have any links? (Is the game you are referring to Half Life 2)?
Still (for this hand + rail example), I can't get past how one even specifies the IK constraints... At first glance I would be tempted to just tell the system that the hand is moving from whatever position it's in (A) to some position on the rail (B) (known to be comfortably within reach) in a straight line. The thing is, what happens when the character body is in motion (falling backwards after being shot)? Would you modify the desired grasping point / hand trajectory in response to the body motion? This would require AI for the hand similar to that of a heat seaking missile... Also, are the actual "pick-up/grasping" points on objects pretty much artist specified (to within some degree of freedom)? Sorry lots of questions |
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#9 | ||
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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Quote:
If the only problems you're solving are little aesthetic things like grabbing a raail when the guy dies... not really worth it. And it just makes more sense to direct your efforts where it really counts. Quote:
Similarly, the thing is that the AI for the character itself is what brought him near the rail in the first place. A simple little tag will be there that says stand with footing "A" "B" or "C" when near this rail, so he'll always have a pretty specific relationship with respect to the railing. Doesn't require any sort of IK solver feedback, and all you need are a few extra animations.
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#10 |
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Senior Member
Join Date: May 2002
Location: germany
Posts: 1,217
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Animation is an artistically challenging process and good animation is darned hard. It'd take some serious work to make a good looking, automated, real-time animation system and I personally doubt we'll see it become a reality this or even next generation.
Preventing feet from slipping through the ground on a relatively simple terrain isn't really going to be much of a problem as you can easily blend between the pre-animated motion and a real-time collision IK. But most situations that would require such systems are far more elaborate and complex and I have my doubts it'd be easy to find practical solutions. IK chains can break easily even in comprehensive animation suites, without an artist to control them. Quality and consistency of animation achieved by game calculated IK would be my main concern. Plus that in most situations, pre-animated solutions will look vastly superior to anything even elaborate algorythms can produce.
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We can learn much from silence. |
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