Accurate human rendering in game [2014-2016]

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This was shown on Uncharted 4 PSX panel, and Neil Druckman talked how this scene was one of the early ones that was filmed. They used TLOU tech that early, no direct face capture. Later on they switched to the "balls on the face" tech [which prompted a big laugh from the crowd]. :)
 
Made a gif form the new footage, the way hair is lit in general looks great
GreedySardonicDassie.gif
 
UC4 is crazy with its visuals, but I had some uncanny vibes from Nadine. Also, "hand veins" the game, I find them too pronounced on every single character.
 
yeah they look comparable though polycount is way higher in the movie obviously, maybe not for the head, but the rest of the body + clothes.
 
though polycount is way higher in the movie obviously.
As well as way higher sampling with no visible aliasing, way better animation and with shaders probably complex enough to straight smash a PS4 on a whims notice; list goes on. Lets also not forget that one is a promise while the other is an actual commercial product.
 
of course it's not to say that the ps4 can do advent children in real time, even a master race PC would never do.
But great art with great tech can bring an experience satisfying engouh that comes close to me movie in the feeling.
 
How feasible are scenes like this on PS4? :)
http://1.bp.blogspot.com/-BxcJDD0dug4/Tp5dUJ6smJI/AAAAAAAAAyA/wAyDQXoJyAI/s1600/ffac8_2.png

AC Unity crammed a lot of NPCs on screen, and I would not mind if FF7R could utilise this amount of NPCs in in-game cinematics [all NPCs having pre-made routes, no individual AI]. Also, could we see the return of "pre-rendered cinematics with 3D models moving on top of them [train scene in FF8]? RotTR is the example of using that tech in nextgen setting.
 

Wow i don't remember Advent Children looking so ugly... I got the blu-ray too lol i must re-watch it sometime to refresh my memory.

That scene alone could probably hog a high end rig, poly count is probably really high judging by the different npcs. But that doesn't really matter, offline rendering is all about making things look as best as possible, not really being efficient while doing so.
 
It is not only this I think Advent Children was using Reyes and micropolygons with high quality motion blur and DOF, dense geometry, crazy IQ but simple shading. Different rendering method than realitme rendering, but now the dominant rendering method is pathtracing in offline rendering...
 
It is not only this I think Advent Children was using Reyes and micropolygons with high quality motion blur and DOF, dense geometry, crazy IQ but simple shading. Different rendering method than realitme rendering, but now the dominant rendering method is pathtracing in offline rendering...

Particles are still very impressive to this day too i think (i might have to check).
 
For video games, a lot of these games look great, but underneath a CG movie quality lens that some posters try to allude too then they all look like crap. You put something like the Final Fantasy 7 Remake on a IMAX and it will get laughed out of theatre.
 
For video games, a lot of these games look great, but underneath a CG movie quality lens that some posters try to allude too then they all look like crap. You put something like the Final Fantasy 7 Remake on a IMAX and it will get laughed out of theatre.
But Portal 2 comes close to Avatar like graphics tho, them polycount, shaders and lighting hold up well even on an Imax screen I'm sure of it.
 
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