What's the state of euphoria now ? At the time of gta4 it was a very promising and good looking tech.
Still in use by Rockstar.
What's the state of euphoria now ? At the time of gta4 it was a very promising and good looking tech.
Our retrospective look back at a tumultuous 2020 continues with Alex Battaglia's personal picks for his favourite PC games of the year. Note that we're talking about games here, not especially graphics - we've got that covered elsewhere on the channel!
Watching rn; this game actually looks fantastic. Dat next-gen hair!
Scott's post directly above here captured everything, but I wanted to reply since you asked me specifically! Like the quote in scott's post said, the thing about motion matching is that the system is creating a new animation from the bottom up based on the situation -- rather than the additive "ok, you're playing running animation, now also play reload animation and stumble animation over the top so it looks dynamic" approach in conventional animation blends, motion matching says "player is moving based on these metrics, sample the relevant parts of 50 animation clips and create a new motion that captures all of the goals animators laid out"... when you drill all th eway down, there's a fundamental similarity in terms of like, what the code is doing at the end (playing multiple animations at once + various code driven modifications to bone position) but that doesn't make it the same any more than you'd say two renderers are the same because they both use fragment shaders to fill buffers.
I'm not an animator by trade and only dabble the tiniest bit in rigging, so I unfortunately can't offer any more insight than the quotes and videos linked abov, but I know enough to know it's a big change in the way both the art team and the game's code approach putting animations on screen, and the results speak for themselves in games where it's used.
What a year it's been. 2020's seen the launch of a new console generation, and some of the best games to see out the last. Tom wraps up the year with a personal countdown of his top five; the showstoppers, the most-played. Can you guess which comes in at number one?
n extra tidbit one animator shares was that a very effective thing they did waa never do these blends linearly, but use some sort of curve, and that made the blend that much more natural.
I'm surprised that during actual gameplay the players have no self-shadowing whatsoever. That can't be that expensive...
It would be expensive to do it right; with a close up the resolution does not need to be that high, but with the default gameplay view it would probably require high shadow resolution in order for it not to flicker/glitch and 'break the illusion'. At least that is my guess
Maybe a naive single shadowmap sollution may be too expensive or flickery. But maybe they could do with a per-player shadowmap tightly fitted to each one's bounding box, like UE3 used to do. Or maybe use a cheap screen-space aproximation since that seema to be the new fad these days.