Unreal Engine 5, [UE5 Developer Availability 2022-04-05]

A little nitpicky, but not quite realistic ... at least the camera position. If it's a regular cop the camera will usually be located on the chest or shoulder. If it's something like a SWAT team member, it might be on the helmet. Either of those positions won't have the iron sights of the gun lined up with them as the camera isn't located where the eyes are. :p

I know it's a concession to gunplay, but it immediately jumped out at me.

Pretty cool concept, although the whole jerky cam thing will get old fast (at least for me). They did a good job with the animation (reaction, gun loading, etc.) which helps to make the "footage" more believable.

Regards,
SB
what about a camera on the helmet?

If this was part of a Call of Duty game, we would be living a totally different "genre", almost, and it would be a success. Maybe it is just me, but I always liked FPS although I am not playing FPS games at all since a long time ago. This looks more like it.
 
That's a game that begs to be played with a keyboard and mouse.

These videos can look amazing and don't mean to downplay the materials/lighting, but a significant factor in making this looked like recorded footage is the shaky cam - and that's the first thing that's going to go in any actual gameplay scenario, especially for mouse/keyboard players.
 
These videos can look amazing and don't mean to downplay the materials/lighting, but a significant factor in making this looked like recorded footage is the shaky cam - and that's the first thing that's going to go in any actual gameplay scenario, especially for mouse/keyboard players.

It's the realistic speed and twitchiness of the camera movement that's better suited to a keyboard and mouse here. Smooth, even, and relatively slow pad based camera movement would kill the realism aspect.

I agree the shakey cam also adds a lot to it though. I assume in game would be a toggle for it since the video does seem to show it can work with keyboard / mouse.
 
It's the realistic speed and twitchiness of the camera movement that's better suited to a keyboard and mouse here. Smooth, even, and relatively slow pad based camera movement would kill the realism aspect.

The hand is literally shaking without any camera movement though, much of the combat scenarios involve slow pans around the scene - it's just that the camera and the player's arm are constantly wobbling. There is no way that would be tolerable to any player in a gameplay scenario. No other actual game played with mouse and keyboard has this type of camera, because it would make the game unbearable to play.

The #1 advantage of M&K often touted is the ability to get headshots, no gameplay mechanic which makes that exceedingly more difficult is going to survive playtesting. The aspect of this which helps the realism isn't just the quick panning, is that the pans don't stop on a dime, which is a key benefit of m&k.
 
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Re-read it. 3rd sentence. :) A helmet cam still isn't where the eyes are, so the iron sights won't line up in real life.

Regards,
SB
good point. The closest thing I can imagine is a speleologist camera, more like the camera being where the flashlight is.
 
What really makes this crazy convincing is also the hand animation and camera shaking. Unless the footage is scripted and not gameplay, the animation of the hands is simply outwordly if thats how the hands move during gameplay.
It looks more natural than VR hands which are usually disconnected and floating on mid air. If it was gameplay, was he playing through a VR headset or mouse and keyboard

edit: oh he already answered. Mouse and KB. Insane
 
What really makes this crazy convincing is also the hand animation and camera shaking. Unless the footage is scripted and not gameplay, the animation of the hands is simply outwordly if thats how the hands move during gameplay.
It looks more natural than VR hands which are usually disconnected and floating on mid air. If it was gameplay, was he playing through a VR headset or mouse and keyboard

edit: oh he already answered. Mouse and KB. Insane
Definitely not scripted. That's all 100% gameplay.

I've been reading some people's thoughts around this game and it's realism, and despite how awesome it is... there's definitely some important discussions to be had about how such a realistic depiction of shooting and killing in a game might affect people... especially children. I know this isn't the thread for that.. but it is unsettling the more realistic this stuff gets.

Of course video game violence is nothing new, and politicians have been blaming video games on real life violence for ages, but I have a feeling this game will spark a massive reaction with a renewed push from governments to reform laws around video games.
 
The hand is literally shaking without any camera movement though, much of the combat scenarios involve slow pans around the scene - it's just that the camera and the player's arm are constantly wobbling. There is no way that would be tolerable to any player in a gameplay scenario. No other actual game played with mouse and keyboard has this type of camera, because it would make the game unbearable to play.

The #1 advantage of M&K often touted is the ability to get headshots, no gameplay mechanic which makes that exceedingly more difficult is going to survive playtesting. The aspect of this which helps the realism isn't just the quick panning, is that the pans don't stop on a dime, which is a key benefit of m&k.

I don't disagree the shaky cam will make gameplay more difficult. But it's obviously possible based on the video, so I'd expect, given the additional realism it brings for it to be a selectable toggle. Arguably the lack of precision and stability makes the shooting mechanic much more realistic anyway, so while this may be very different to what people are used too (but certainly not the first game to use shaky cam in movement, if not in shooting), that may not be such a bad thing given the level of realism this game is aiming at.

In any case though, my main argument was how with, or without the shaky cam, the effect would be largely destroyed by smooth, consistent control pad based movement because even without the shaking, mouse movement much more naturally reflects real life vision movement. Which in this game looks pretty key to the effect. The shakiness obviously adds a (big) additional layer on top of that too.
 
Definitely not scripted. That's all 100% gameplay.

Makes you really wonder how all these years nobody created this kind of animation. The weapon holding in games is totally unrealistic. This one is eerily real
He is really talentented
I've been reading some people's thoughts around this game and it's realism, and despite how awesome it is... there's definitely some important discussions to be had about how such a realistic depiction of shooting and killing in a game might affect people... especially children. I know this isn't the thread for that.. but it is unsettling the more realistic this stuff gets.

Of course video game violence is nothing new, and politicians have been blaming video games on real life violence for ages, but I have a feeling this game will spark a massive reaction with a renewed push from governments to reform laws around video games.
I didnt think of it that way, but now that you mention it, it doesnt look like a game anymore.
It is like watching actual footage of killing, only this one is interacting. It definetely blurs some lines here
 
Makes you really wonder how all these years nobody created this kind of animation. The weapon holding in games is totally unrealistic. This one is eerily real
He is really talentented

There's a difference between realistic and fun to play. Realism is OK in some cases in games, but you always want to err on the side of enjoyability over a dogmatic adherence to realism. This goes for gameplay, animations, graphics, etc.

That's not to say elements of realism don't have a place, but if they get in the way of gameplay, storytelling, etc. then it's generally better to fudge things a bit to make something more fun to play, easier to see enemies, easier to see character expressions, etc.

It's why movies have unrealistic lighting (hero lighting, background lighting, lighting to remove shadows, soft or hard lighting, directional lighting, etc.) or exaggerated explosions (real explosions aren't nearly as "fun" to watch) or exaggerated fight scenes (real fight scenes are generally bloody and short and you're not taking on 20 opponents :p) or guns that either never get reloaded or only get reloaded for cinematic effect (IE - they still shoot too many bullts), etc.

Making something enjoyable is keeping just enough realism that you can reasonably have a suspension of disbelief but unreal enough that it's enjoyable to watch ... or play.

Regards,
SB
 
Immortals of Aveum - haven't seen this one before. Looks like one of the first UE5 Nanite + Lumen games.



So a 5700XT or a 2080 Super for the same settings. Similarly a 6800XT or 3080Ti. Looks like this game will be massively AMD leaning.
 
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