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#51 |
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Regular
Join Date: Jun 2004
Posts: 7,218
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Even if the graphics, in general, aren't the best around, but the facial animation is amazing. Considering the way they're advertising the game, where you interview people and have to read their face for clues about whether they're lying, hiding something, uncomfortable with questioning or whatever, it looks like they might actually deliver! That's something new, and something I can get excited about.
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#52 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,466
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Yes, it's one of those rare 'next-gen' techs that could be defining a gameplay, rather than just looking pretty.
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#53 |
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Registered
Join Date: Sep 2005
Location: France
Posts: 294
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#54 |
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Member
Join Date: Jun 2005
Posts: 194
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the main character looks like this actor
http://thepreppyprincess.files.wordp...s2_517x307.jpg lol i was going to post Jacques Chirac for this pic. |
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#55 |
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Member
Join Date: Nov 2004
Posts: 437
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Is this confirmed to be facial capture then?
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#56 |
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Member
Join Date: Nov 2008
Posts: 659
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http://www.eurogamer.net/articles/20...ut-spring-2011
Full motion capture. And yeah the idea behind how they're using it sounds great. |
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#57 |
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Regular
Join Date: Jun 2004
Posts: 7,218
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I imagine we're at a point where there are so many good ideas, regarding tech and graphics, that coming up with new complex tech will start demanding that others things we've become used to will have to be left out. As long as it defines the gameplay, as you've said, I'm cool with that. I'd rather lose some eye candy and gain some new tech that opens new gameplay opportunities.
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#58 |
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member
Join Date: Feb 2002
Posts: 7,681
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"Facial capture" is a very loose tem, there could be dozens or even hundreds of very different technologies that we could call like that.
They're supposedly using their own method that involves light stages, high res digital cameras and lots of custom software to reconstruct geometry and textures. www.debevec.org is a good start if you're interested...
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#59 | |
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member
Join Date: Feb 2002
Posts: 7,681
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Quote:
Motion capture would only record the positions of certain points on a face, although you could argue that capturing the geometry is just sampling a LOT of markers, but I'd like to keep the two approaches separate
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#60 |
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uber-Troll!
Join Date: Dec 2004
Location: Under my bridge
Posts: 26,466
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So more like 3D motion scanning, with some interpolation system (delta animation?) to get final data structures that'll fit into these consoles and on a DVD.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#61 | ||
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member
Join Date: Feb 2002
Posts: 7,681
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Quote:
After a bit of digesting it, I think the way it works is to use two layers of deformation: - the first is relatively standard image based mocap, using markers drawn on the actor's face, recorded together with the audio, to drive the lip sync and the expressions on the base polygonal model - the second is to animate (blend between various versions of) the color + normal maps that have a few dozen pre-sets for expressions and phonemes to add finer things like wrinkles and such; these have been recorded in the "training" phase of the capture session, using stereo photography and the light stage and are driven by certain poses of the geometry or the marker based mocap Also, normal maps are probably 1/4 resolution, which is why we don't see any skin pore detail. The only thing they really need to change the color map for is the blinking, but they need new normals for a lot of the expressions and have to blend the maps together when various expressions and phonemes are combined together. That probably takes a lot of processing, hence the simple lighting and shading. So it is very unlikely that they could just use a sound file and have automatic lip sync. But they don't have to record the entire performance in full detail, only a set of predetermined expressions and then use "standard" mocap for the actual performance. Quote:
Actually I wouldn't be surprised if the game would have to enter into "conversation" mode from normal gameplay and maybe even load for a while.
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#62 | |
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member
Join Date: Feb 2002
Posts: 7,681
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Quote:
http://gl.ict.usc.edu/Research/PDM/ http://gl.ict.usc.edu/Research/ma08/
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#63 |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,983
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you guys are right, facial animation is the best I have seen in a game so far...but unfortunately...the rest is not, which kind of is a jarring difference?!?
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#64 |
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member
Join Date: Feb 2002
Posts: 7,681
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Also, it really is what they've been talking about here:
http://forum.beyond3d.com/showthread.php?t=56574 Notice how I've been very sceptical It has been scaled down from the original research to fit the realtime resources. The other problem is that you need real living actors for every single role, you need to capture every second of all the facial animation for the entire game, and it takes a lot of processing and expensive equipment. You can't even change facial hair, age, or make-up as it's all recorded with the performance. The good news is that even today's PC hardware should be able to significantly scale up the results for even better looking digital humans. Higher resolution textures with more detail, better skin shading, better lighting... they could probably also record the reflectance data for each actor's face and use some kind of HDR image based lighting to re-light it for any environment, using the same existing equipment and effort. Now that Rockstar has this system in place, they'll have a huge lead on everyone else on the new generation of consoles. Is this game coming for X360 by the way? I seriously doubt that they could fit all this data onto a single DVD...
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#65 |
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member
Join Date: Feb 2002
Posts: 7,681
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Also, just so you know, this is all very, very different from how stuff like Avatar's or Tron Legacy's CG characters are made, and it can't be used for any fantasy creatures that couldn't be created with make-up and prosthetics. So a game like Mass Effect 4 is probably not going to be able to use the tech
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#66 |
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Member
Join Date: Nov 2008
Posts: 659
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http://xbox360.ign.com/articles/113/1135354p2.html
New preview. Wow I'm loving the sound of this game. I just hope in the course of trying to make it accessible it doesn't become too easy to solve cases and such. |
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#67 | |
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Regular
Join Date: Jun 2004
Posts: 7,218
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#68 |
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Member
Join Date: Jun 2005
Location: Hong Kong
Posts: 960
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The very best thing about Rockstar is the way they don't worry needlessly about pushing the graphics envelope. Surely, sometimes the texture mismatches and shadow weirdnesses could be improved upon, but they deliver* the gameplay goods time and again. I'd prefer they keep the emphasis on those LoD formulae and seamless loading and keep my draw distance as high as possible. Yes, the lighting often seems like a hodgepodge of ideas,are and the characters rather cartoony even when they have high res textures (which is especially jarring at first). However, their approach to using what they've got is industry-leading IMO. Sacrifice, sacrifice, sacrifice, and keep the draw distance high and the camera angles interesting and the character acting phenomenal...
...bear in mind I hold the opinions of Laa-Yosh and some others around here, on graphical details, in the highest regard. But I think as a gameplayer you have to rejoice that GTA 3 looked so bland, for example, and GTA 4 so mismatched, and this looks very similar in that regard. Sure, maybe with a few more coders thrown at it, perhaps the lighting would look coherent,or maybe they'd wind up cutting corners somewhere else, or become obsessed with the graphics holy grail, and the game would just be pretty and suck. So, sure, you can certainly complain; their games always look like could have done better, but nobody really does it -- better looking, better playing games, that is. *big exception has to be gta IV launch for PC. wtf happened to QA!?
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NEVER reformat. it's giving the terrorist apps exactly what they want!!! 3D [--------|------X-] Gameplay 3D fidelity [-X------|--------] Lies & Cheats Last edited by poopypoo; 19-Nov-2010 at 03:03. |
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#69 | |
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Member
Join Date: Sep 2009
Location: New Zealand
Posts: 681
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#70 | |
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Member
Join Date: Jun 2005
Location: Hong Kong
Posts: 960
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Quote:
...and here I thought the characters bore some resemblance to GTA 4 characters, but obviously that's just my brain seeing what it wants to see! ^^;; thx for the clarification.
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NEVER reformat. it's giving the terrorist apps exactly what they want!!! 3D [--------|------X-] Gameplay 3D fidelity [-X------|--------] Lies & Cheats |
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#71 | ||
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Senior Member
Join Date: Jun 2007
Posts: 1,054
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#72 |
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Junior Member
Join Date: Mar 2010
Posts: 32
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Honestly, I would take this amazing new facial technology of awesome facial textures because the only thing that puts me off a game more than horrible looking bushes is poor lip-syncing. Hopefully this pushes other developers to make a more "cinematic" experience in terms of how characters look and talk.
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#73 |
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member
Join Date: Feb 2002
Posts: 7,681
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Not every game can utilize this technology (you need a real actor, complete with hair and make-up, for every single role, so fantasy and SF creatures are already out) and besides, it's pretty damn expensive, there's only one studio to do the recording anyway and it's located in Australia as far as I know.
Enslaved is said to have some nice facial animation too, by the way.
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My opinions do not represent that of my employer blah blah etc. |
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#74 | |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 13,237
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#75 | |
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Member
Join Date: Dec 2005
Posts: 373
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