https://youtu.be/-c2DogQL95o?t=60
Main differences / advantages for the Logan head:
- All the surface detail is probably geometry, achieved with tessellation and displacement. This would be even more evident in close-ups, where a game character would have very smooth facial features and the high frequency details (skin pores, wrinkles etc) are recreated with normal maps only.
-Hair and fur are actual individual strands in geometry, instead of alpha mapped planes and such.
- Everything is raytraced: lighting, shadow, shading - so everything will look more realistic. One very obvious example is how the ingame eyes lack the refraction of the cornea and thus they look very different from a real eye:
The pupil is actually deeper inside behind the lens, but the strong refraction makes it look like it's closer to the surface.
So, basically, the CGI head is rendered with methods that closely simulate the real world physics, whereas the ingame renders are using more or less rough approximations, like screen space shading, cube map reflections, normal maps, shadow buffers etc. The difference between the computational requirements is several orders of magnitude.
This means that I don't really expect the next console generation's hardware to close the gap and make the move to doing things "right". There is indeed a lot of room for more advanced approximations that could get even closer to the CGI results, but I don't really expect to see real hair strands for the hair, fur, eyebrows, eyelashes; or proper raytraced refractions and SSS.
By individual strand as a polygon I assume they mean individual polygonal strands.Witch zero
The demo renders over 63 million polygons per frame, uses "8K by 8K" resolution textures, and her hair is rendered with over 50 shaders, with each strand of hair rendered as a polygon.-wiki
Common thing about such tech papers is that it takes years to have them appear in actual games, at best - or they may completely disappear at the worst
Yup, but honestly, I don't understand why it takes so long for us to see such things in current videogames. Isn't that demo from ~2004?Common thing about such tech papers is that it takes years to have them appear in actual games, at best - or they may completely disappear at the worst
That's unfortunate, you know? (I love mermaids)I guess not many games are underwater mermaid simulators
But I still think that her face is unnaturally smooth
That's fresh air and exercise!Re: Horizon, I did notice that for a tribal society who live in mountains without any electricity to speak of (even though they have millions of robots running around running on electricity), almost everyone looked pretty immaculate and out of some Paris fashion week show.
Re: Horizon, I did notice that for a tribal society who live in mountains without any electricity to speak of (even though they have millions of robots running around running on electricity), almost everyone looked pretty immaculate and out of some Paris fashion week show.
What's that? Computer says no.That's fresh air and exercise!
His facial expressions look even cooler in the game than in real life. Nice