Wait a minute, if done well, mo-cap should offer more realism right ?
Well, here are some of my own personal thoughts on this...
Mocap in general can offer two important aspects of realistic animation:
- Realistic movement dynamics. The time between the various poses, the shape of the intensity curve (acceleration/deceleration), the reaction times etc. are all important in creating the illusion of life, and animating from the ground up can never really match mocap data in these ways.
There are some rules or rather guidelines, created by decades of experimenting with traditional cell animation and analyzing human movement and poses. Like your head will always turn in a curve instead of a straight line, and you usually blink when you look at something else after the move. Or how there's anticipation before the motion, or which phonemes are the ones you blink more on while speaking. But these can never replace real people, and animators also tend to exaggerate a bit too much, which is good for creating characters larger then life - but sometimes subtlety is the key (this part is also true for the second point).
- Realistic poses. An actor or even an everyday human being will usually activate far more muscles then what's necessary for a certain movement, which gives it an individual character, even if it's near unnoticeable. Sometimes it's completely subconscious, or it's a deliberate result of acting. For facial animation it can be as subtle as a 1mm difference!
Now it's also worth knowing that proper video reference can provide both of the above, but it also takes a lot of manual work to rotoscope it all. Nevertheless, even Avatar has used this "old" method (developed for Disney's Snow White as far as I know) for many many scenes, despite all the super high end mocap stuff they had. Sometimes they had up to 10 HD cameras shooting reference video footage while also recording the actual mocap!
Also, mocap is not a 100% reliable tool, you always trade flexibility for precision. The majority of the systems are optical, because you can adjust marker placement and numbers, and also use as many actors as you can manage; and you're free from any electromagnetic interference (which even standard cables in an office building tend to create).
But tracking multiple people adds noise and errors; not enough stabilization and separation can affect camera precision (the actor jumps and the cameras tremble a bit) and so on, resulting in bad data. Filtering tends to remove both the noise and the tiny imprecisions that would add life - overlfiltered mocap is very disturbing usually.
So, in my opinion, mocap is a very cool thing, but it's never enough on its own and human interaction is always required. An animator will be able to identify and differentiate between noise and worthy details, and can also modify or replace the performance if the shot requires it. But completely realistic human motion is nearly impossible without mocap in most cases... then again, very few would notice the difference between mocap and a very good and talented animator either.
Games are, however, not shot driven, the camera can sometimes roam around freely, and the amount of data to process is several orders of magnitudes higher. Which is why semi-procedural approaches like Mass Effect's stuff is usually more consistent and easier to tweak then working with hours of mocap data - per character. It also allows for localized speech and even character customization as well.
Processing dozens of hours of mocap for both body and face is an incredibly time consuming task and can dramatically increase budgets IMHO. But if done well, it'll always be a lot better then the procedural approach... so it's a question of money in the end and the tech is secondary in most cases.
And games are also a lot more forgiving, it's still pretty common to have intersecting limbs, heads and clothing/armor and noone cares about it. However facial animation can still ruin the immersion pretty quickly.
One of the problems is they have too much data to clean up using current technology.
I'm not sure what you mean by that
For syncing eye movement, don't they capture multiple characters on the set at the same time ? So the actors' eye movements are already directed at the right position/people. I remember seeing multiple actors in the same mocap stage for Heavenly Sword.
It's not as simple; characters might have completely different proportions and such compared to the actors; for example I think Andy Serkis's HS character was considerably differently built, taller and more robust which instantly made all the mocap inherently wrong. Also, the capture volume might not be big enough, character placements might not be correct and so on.
And curiously, sometimes even 100% correct eyelines and such won't
look correct from the camera's view - even movies cheat a LOT (it's also true for lighting).
So, capturing multiple actors is usually more important for their chemistry and reactions to each other then for correct eyelines and physical interactions.