Is this TOO REALISTIC? Unreal Engine 5 UNRECORD Gameplay Trailer // Game Engine Dev Reacts
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I would love to see a tutorial on your version of this
@TheCherno
Жыл бұрын
I’ll put it on my list!
@matsv201
Жыл бұрын
It's a lot of work to scan that much area.
@anlumo1
Жыл бұрын
Corridor Crew have done photogrammetry and shot KZread videos about it.
@kamil_atakan
Жыл бұрын
@@matsv201 an iphone with a lidar sensor works a charm
@matsv201
Жыл бұрын
@@kamil_atakan but I think that still uses the the normal camera. You would need a color ladar to get color information as well as difrance
4:35 "Okay now let's shut up and watch for a bit." 4:37 "The ground looks..."
@not_herobrine3752
Жыл бұрын
a bit is 2 seconds
@darthmelbius
Жыл бұрын
Yeah I left after 2.mins of his constant interjecting.
@machinarium1471
Жыл бұрын
😂😂😂
@jenepascaralhosfy8262
Жыл бұрын
@@darthmelbius you clicked on a video of his reaction to the trailer and you're mad he reacted to it? What were you expecting?
@joewalsh886
Жыл бұрын
@@jenepascaralhosfy8262 most reactors allow more than 2 sec of the vid they are reacting to play
The main reason for blurring faces is probably for immersion sake given how hard is to make believable faces
@RobertMituOfficial
Жыл бұрын
It's actually for more realism. Afaik, in this type of body-cam footage, when released to the public, faces are blurred - both law & regular folk (perp or not).
@Tylru
Жыл бұрын
My vote would be that it's infinitely easier to aim for realism if you don't have to worry about the uncanny valley. It just helps that it's also a nice tie-in with the setting of the game. We'll see if that theory holds true later on, because if they include unblurred faces then fair enough. I just know as a dev that if we could avoid having to worry about faces all together it'd be a pretty huge win.
@igorbondar723
Жыл бұрын
then they need to blur whole character). BTW some of them in masks so don't think that was a reason.
@chrissimao14
Жыл бұрын
@@igorbondar723? I think it's understood what they are trying to do.
@rowellbeast
Жыл бұрын
They should just use masks or something that covers their entire face. I feel it'd make it even more immersive not having Pixelated faces everywhere.
I think the individual bits and pieces are not that "crazy" or hyper-realistic, but the entire package sells it for me. The camera position, movement, the fisheye visuals, the blown out exposure, the censoring... It feels like a Liveleak video, and I think it does that really well...
@longiusaescius2537
Жыл бұрын
@thatanimeweirdo - Laura nice pfp
I think what this highlights to me is: If we want more photorealism in our games we need to have a genuine focus on artistic design just as well as having the highest end hardware.
@philhall2703
Жыл бұрын
Art direction is upper most
@harrasika
Жыл бұрын
The art direction being just an ugly filter over the game
@stpedro-ht9ng
Жыл бұрын
@@harrasika it's just a camera lens shader
@airixxxx
Жыл бұрын
@@harrasika You have no idea what you are saying.
@evolicious
Жыл бұрын
fyi, this particular tech demo does not require any heavy processing power, a 2060 or 2070 would run this at 60fps at most resolutions, 2080 for 4k.
I'm curious how the animation system will handle regular gameplay. The video camera effect helps sell the realism a lot, but the highly chaotic and detailed animations are what make the wall cycle and gunplay look so real. I'm worried the game is mostly a series of set-piece animations similar to how the Call of Duty Modern Warfare Remaster night-vision-goggles sequence was done. Still really good looking, but I've yet to see a game pull off that level of detail for a full gameplay experience and not just a level.
@dianavi1893
Жыл бұрын
I'm guessing it has auto aim. You point the camera in the general direction and the character aims at the closest enemy to the center. That's the impression I get from the video.
11:55 I think that, because the "real" window looks bad due to over exposure and because reflections are always darker, the reflection looking better is not really that unrealistic. I'm also watching this on my phone, so I'm not seeing the full detail here
@ojjoooooo
Жыл бұрын
Yeah would have been weird if the over exposure had been reflected.
@KillahMate
Жыл бұрын
This. It's a windshield not a mirror, so the reflection is a couple of stops darker and therefore not as blown out.
@3DProgramming
Жыл бұрын
Exactly, since it simulates a body cam. I've done many photos where the reflection looks way better than the actual overexposed real scene been reflected.
@zzedixx
Жыл бұрын
The main thing that put me off about the windshield is that it's too reflective, you can't see through it at all. Even when I record with a low quality cameral, I can still somewhat see what's behind my car's window
As a tech demo, this looks really impressive. There are several scenes where it becomes obvious that it’s not a real body cam video, like the windshield reflection that’s a bit too “clean”, like it’s sitting on a showroom floor. BUT, with that said, there are just as many scenes that are 100% convincing, which is the real accomplishment. As both the engines and the hardware continue to improve, and the tools and developers really start to focus in on making games more “real”, I expect the ratio of “fake” to “real” scenes to continue to improve. I’d rather see “realistic” 480i games than super crisp 4k games at this point.
@SW-fh7he
Жыл бұрын
It's a game, not a tech demo
@harrasika
Жыл бұрын
Why? This seems like it'd be an interesting game, but I'm sure everyone will get tired of the "realism" of the game rather quick since real life looks rather ugly. I'd much rather play a game that looks like "High on life" than this.
@Nornwoo.inline
Жыл бұрын
@@harrasika we get it can you move on? Lol we are liking how it looks, you keep that to yourself pls? :)
@harrasika
Жыл бұрын
@@Nornwoo.inline I have gifted you with my opinion. You shall be thankful.
@vectoralphaAI
Жыл бұрын
Its not a tech demo. Its an actual game.
"Lets shut up and watch this a bit" then pauses
@matsv201
Жыл бұрын
I hope you never fell for that one.. or you are new to the chanel
12:09 - its because the scene has bloom but bloom isnt shown in the reflection because reflections dont work with emissive materials.
Loving how fast you keep us updated, your pov is always the best
I love your reactions to video game traliers/gameplay/etc. Your insight is amazing for us who do not know the details of how things really work and are made. Please keep them coming and I will keep on watching! cheers!
My response to Trainwreck is if you're worried about a game looking too realistic, then I'm sure you're living a bloody good life. 😂
@Cherno you asked if he showed blood effect, you can see some on the wall at 9:57. Also even tho it adds to the immerison i think the reason they blur faces is because they werent able to make them as realistic as the rest and it would give it away.
@TresTrefusis
Жыл бұрын
and in real life the "blood" effects are minimal, nothing at all like video games and movies portray unless you have something reasonably big and engage at extremely (point blank) range. ..even then movies don't often capture the visceral nature of a real gunshot. Most movies and video games are as realistic as Elmer Fudd in looney toons just the opposite side of the spectrum.
As weird as it sounds, this reminds me of one time in like the early 2000s, when I was at a friends place, and we were playing around with MS Flight Sim 2002. I decided, for some random reason, point a MiniDV camcorder at the screen (a CRT), recording some external cam footage of the sim. When playing the footage back afterwards, we were both blown away - it looked dead-ass real. Especially in the context of early 2000 television quality, I think, it basically just looked like real footage of an airplane captured from another airplane. The "bad" graphics became the reason it looked real. This reminds me so much of that, except the resolution is way higher, yet somehow still looks real for the very same reason.
I actually wrote a think in school about if video games make you more violent, and my conclusion after tons of research is that it doesn't, at least as long as you don't have some underlying mental issues, and then there is probably a lot of other things that could make you more violent other than games. Also, it's not the violence that often makes people more aggressive, or angry, it's actually the frustration you get from playing the game and not winning, etc.
@ojjoooooo
Жыл бұрын
But do violent video games make people more peaceful? We should strive to be more peaceful.
@Danuxsy
Жыл бұрын
Yea this debate has been going on for ages and it's clear it doesn't make people any more violent and It's my freedom to shoot photorealistic NPCs in the face if I want to.
@timrim9405
Жыл бұрын
Been doing research for PhD. Competitive spaces = can make people more aggressive long term, hard, even frustrating games = no influence long term, easier (even violent) games = can make people a bit more peaceful (huge help is only short term). But lack of challenge and escapism in general also can have harmful impact and a lot of things are connected to social media and some bad things come from social media things that are loosely connected to games, movies etc. (for example we can have fractions that constantly fight over something they experienced in movie or game). We also found out that movies/shows have more influence than games especially in psychotic disorders simply because people a lot more often treat movies as something real. Gameplay pushes people into the box "It's just a game" so they are not bringing back things from games into reality so easily... This "it's just a game" effect can be used to fight with phobias and to train surgeons but it also can be used on pilots of killer drones etc.
@Argoon1981
Жыл бұрын
@@ojjoooooo Violent people are the majority of times caused by a known, mental or genetical problem called sociopathy (don't confuse with psychopathy that is a worse stage of this problem) this people lack empty for others (even members of their own direct family) and think of others has objects, not their equal, they have a natural proponence to be physically and or verbally violent. This people have a hard time dealing with frustrations, no matter how small and specially with the mistakes of others, also no matter how small, this because they have a strong opinion of themselves (they think they are perfect people, all the others around are "broken"). There's zero evidence that video games, are the cause for this type of people, we don't really know the main cause, but video games is most probably not it, why, because even before little kids play a bunch of video games, they can already display sociopathic tendencies, they are violent towards other kids in kindergarten and have a hard time socializing with other kids or adults, for example, the fact is, all points to, many born this way, why, like I said, doctors still don't agree on the cause, perhaps by a serotonin disfunction in the brain (some of them had that problem, but not all) or some genetic factors messing with their brain chemistry, more studies need to be done. But again the fact is, there's zero evidence that playing video games, make them worse or make people violent, some studies trying to relate the two, even found some evidence that it can have a opposite effect, they can be a diffuser a scape goat, a way to direct their frustrations and violence towards fake characters on screen, instead of having no way but direct it at their own family or other people. Of course there's no guarantee that playing a video game violent or not, is enough to calm them down or prevent violence, nor playing video games is a cure for sociopathy, playing to much games is in itself a problem. Unfortunately, sociopathy is a social accepted mental problem, because most of them, can live without severely attacking others, besides being rude and or anti-social and so, they are mostly ignored by others as "bad rude people", so the probability of you living with one or near one, is very high.
@nullumamare8660
Жыл бұрын
Also, there are places where you actually can/want to be aggressive (with certain boundaries, of course), such as sports. Being aggressive, for some people, is in the same level of need as being loved. You just need to channel it to something fair and constructive.
Really enjoyed your commentary, thank you for the vid! :)
"It's too realistic and will inspire gamers to go out and shoot people" was said before about movies. We've been through this. It's going to happen. We all gona love it. No point debating it.
6:41 The reflections on the green paint on the wall looks incredible. One of my biggest complaints about many movies lately (**cough** Jurassic World) has been that they have some incredible cgi that looks great in soft or indirect lighting, but then when it's directly lit it just turns to absolute shit.
@igorbondar723
Жыл бұрын
Post-production has much tighter schedule than games studios that could refine assets for years. You can scan something and spend 5 years tweaking it and then just replace it in game before release that not the case for film/TV environment.
@jacob_90s
Жыл бұрын
@@igorbondar723 Fair point, but all the Jurassic World movies have had the same issues with their dinosaurs, so you would think they'd have been able to nip it in the butt after the first movie.
@3rdGen-Media
Жыл бұрын
@@jacob_90s In the bud
I learn so much from this even as an engine programmer. Keep it up
One thing I learnt from playing GTA V and Dreams, is that everything looks way more realistic when it's overcast/grey/rainy for some reason.
@dakiddlou1388
Жыл бұрын
Rdr2 at dawn
@longiusaescius2537
Жыл бұрын
@Typho huh
@worldpeace1822
Жыл бұрын
Probably because games are often more contrast rich than reality actually looks like with real illumination…. In overcast situation the scene will simply move into a more realistic region that we are used to.
Honestly this year will be a crazy year for games and the in real engine and I’m so excited
FYI, that magazine check animation was correct and not wrong/lazy. I know its not really a glock but glock style mags have holes in the back with numbers on some of them, so you can see exactly how many rounds you have left quickly. You cant see it from the side or top, you check the back just like this.
@BilboSwagginsTheThird
Жыл бұрын
Don't think he was saying the animation was wrong/lazy, rather suggesting that the player should have to check for themselves instead of have floating numbers that pop up saying 5/15.
The entire map and assets are from an asset pack from the UE store, and yes It’s photogrammetry
@signal-eyeng263
Жыл бұрын
This guy doesn know what he is speaking. Bashing something without knowing UE PACKAGES. THANKS FOR BEING IN THE SAME BOAT. He should takeof this Vid by talking so Bad
"Let's shut up and watch a little" Immediately pauses and continues to talk ! Never change dude! 🤣🤣🤣
Some of what you're touching on reminds me of how Weta Digital did VFX for The Lord of the Rings. Often times their stuff looks cleaner than what was actually captured on the film, so they intentionally added film grain and other blemishes so everything would sit nicely in the real footage.
Love your content cherno!
Its not too difficult to do in unreal, the environment is a mix of a marketplace asset+megascans kitbash. The post processing is essentially sharpened and auto exposure plays heavily. Also, Lumen makes everything that is overcast very realistic. Try it for yourselves. The only thing I found really new was the fps cam and movement maybe but the realism people have been doing with ue5 left and right
@geort45
Жыл бұрын
it's a scanne scene... you could even project these textures on flat and simple shapes and it'd look fantastics because they're damn photos...
I would really like to see how you would explain the post-process effects in this. Fish-eye lens, downgraded/compressed pixels effect and that. I think this had the most impact in achieving that realism
The irony of Trainwreck being concerned about the realism of shooting games, while being paid millions to play non-stop on stream slots and other gambling games for thousands of concurrent viewers (which largely consists of children) AND being a co-owner of the streaming platform Kick which is allegedely being tied to the gambling conglomerate Stake to promote gambling games will never not be funny. Nevertheless, an interesting thought if it were to come from any other person.
4:39 > I think the illumination is privided mainly by the lantern, so probably it erases any trace of the shadows... Pretty much like in real life though 🤔
This reminds me of the live action portions of police quest games, and what my expectations were back then lol
I'm predicting that this will have issues with adoption from an accessibility standpoint. I'm a big fan of the aesthetic with the animation, camera angle and bobbing, but I already know the type of people that hate those things since things like view-bobbing and motion blur can cause motion sickness for them. (I for one being a degenerate that loves motion blur)
This just proves that not everything is about HD, 8k is too much, we should stop from here :) This is the most realistic game you will ever feel, if you will be in that situation, you will not really check all the details of your environment, your focus is just to kill the enemy... You don't really care how the ground looks, or how the reflection looks, this just captures how a human's eye realistically behaves in a situation like this.
what you said about the low quality thing for the first few minutes of the video are my thoughts exactly, the game itself like the texutres and models are not super crazy realistic, but the camera effects and lighting makes it look crazy good, the bread of the graphics is the models, textures, and animations, but the butter is the camera effects and lighting/colors
“Alright, lets shutup and watch this a bit” Proceeds to pause video before he ends the sentence 🤣 Love your take on this, you definitely pointed out a lot of things I didnt even notice.
"Alright, let's shut up and watch this for a bit" immediately stops playback and keeps on talking 😬
Totally agree, I've seen this game a year or two ago , the developers did a great job specially cam angel, the shoring vfx and the animation apart from that I think it's just normal game I remember when I used photogrammetry for the first time, I thought why wouldn't developer use this of course turns out most devs use dynamic lighting and that's kinda the point you need to delight the texture etc.. but that was waaay long before ray tracing/ mesh shader .
Thanks a lot for having a look into this. Always interesting to see a game engine devs opinion on these graphically impressive showcases. For me most impressive is the actual camera handling. Looks like a real body cam imho. Am obviously I am not the only one, the developer released a video proving this is running in UE5 because a lot of people thought it was fake (real video instead of gameplay). Anyway, thanks man, always interested in a pro's opinion!
@birdbrid9391
Жыл бұрын
camera movement and viewmodel animations are def the most impressive parts of this for me
@gianbernardo3388
Жыл бұрын
I'm not saying that it's real or fake, but I think it's funny that people would consider that video that he made a "proof" that it's real. The video he made could be easily a fake thing as well. But everything seems real.
to me this looks much more like how my eyes see the world than how a camera sees the world (minus the blur of course), maybe traditional graphics are just way too focussed on cinema cameras
I was waiting for your reaction to that game trailer.
Every time bro said he was gonna just unpause the video and watch it he immediately paused it again 😭😭😭
Hey Cherno, love your videos. Can you suggest a learning roadmap for a game programmer that wans to strictly focus on graphics & shaders?
You should have a look at LUMA AI, they automate a very similar process to photogrammetry to create "playable" (not directly collidable) NeRFs. Add custom invisible colliders and you're good to go.
good eyes to spot all of those, pretty good insight tbh
There is a 1440p 60fps KZread version of this trailer
The most impressive thing here is the photogrammetry-based scene. The lighting and postprocessing are achievable even with UE4 (maybe even with a slightly customized UE3) using Baked Lighting for GI and Shadowmaps for dynamic lights. The reflections are either SSR or probe-based or a combination of those methods. Games like The Order: 1886 have similar levels of fidelity featuring statically lit scenes.
there's an interview of one of the developpers in the french twitch show "popcorn", i hope it gets translated because it's really interresting, those two guys are really invested in their game
Cherno I'm curios to know if you tried the PSVR2 and what your impressions are especially when it comes to foveated rendering. Have you looked into programming VR games? Keep up the great work as always!
@evolicious
Жыл бұрын
Important to remember that there is no evidence showcasing that foveated rendering is actually occurring at a level that helps the clarity or the processing power on the PSVR2. Granted there are major inherent obstacles with this technology that cannot be overcome, even in this lifetime. The major limitation for Foveated rendering for VR is the need for very low latency eye-trackers with absolute positioning. Electrooculography is fast but only offers relative positioning (and you can't exactly do precise electrode placement in a consumer setting), and the cameras to do optical tracking with sufficient precision and latency currently cost more than any consumer HMD. You need to do the entire loop of capture-process-render before the eye can complete a saccade, so you're bringing your available latencies down from milliseconds to microseconds. If you compensate by making the 'foveal' region larger to allow for prediction variance, you lose the gained render efficiency to the overhead of having multiple renders per eye. There is a physics and electrical engineering discrepancy happening with this technology, and would require world-changing breakthroughs in order to solve.
I kinda disagree about that photorealism point. Like, games about killing should make you feel uncomfortable, that's good. They don't always but to say "hey, let's make sure the only games about killing are happy cartoony ones that leave no moral ambiguity and give you a little dopamine hit every time you end a life" like that's kinda what "we should be careful about hyper realistic games that make me super uncomfortable" means. That end bit with the choice especially, shows this was a clear artistic choice and it's a good one. Of course parents should keep their kids away from upsetting stuff but if this is gonna radicalise someone into violence in the real world, that person was looking for any excuse because you don't react that way to something this confronting unless you're right on the line.
it had NeRF vibes to me. No idea how you'd do the real-time lighting with the flashlight with a NeRF tho
we really need reaction from a game developer as ther not alot of people do this
4:33 "alright lets just shut up and watch this for a bit" *immediately starts talking* lol
Cherno is great 😂: "Alright! Let's shut up and watch this a bit" **pause**
Are there bullet holes when you shoot into the wall? Like I get its photorealistic because its real pictures taken but thats the thing is if the enviroment is actually interactive.
@evolicious
Жыл бұрын
nah, these texture maps all have the same mesh texture mapping that can spawn textures like a bullethole (if they are created correctly).
@Denomote
8 ай бұрын
I highly doubt every he made fractured versions of every mesh, so yeah probably a hole normal map texture like every other game
I wouldn't be surprised if the van window is darkening the reflection from with windows so it's not hitting the same threshold needed for the bloom to show up.
Oh I was already waiting for this from you!
“Okay. Let’s shut up and watch this for a bit.” Immediately proceeds to pause it so he can talk about rocks on the floor.
@woddendoor1007
Жыл бұрын
And how they don't light up
How does lumen work? Like does it use Signed distance functions for GI?
Someone should make a video with their crappy camera and send Cherno pretending its gameplay. He would still critique it :D
This a replication of a terrible camera not a replication of reality
Reflections on the van windshield looking good makes sense, because the amount of light reaching the camera via a reflection on transparent glass will be less than that received directly from the source so the image would be less overexposed.
"photoscan vibes" was my feeling too, not that that is bad
You may want to react to the previous demo of this french indy dev as well, beside animation's it's even more impressive 😃
When I see something like this, it just screams drag and drop photogrammetry - which isn’t a bad thing, but dynamic lighting changes and / bullet holes / explosive items / window breaks would be more impressive imho and actually demonstrate that it isn’t just a walkthrough of a photogrammetry model :D
I went into this like i do a magic show. Trying to find all the little sight of hand things making this look so good. I also immediately thought of ian hubert.
In early CGI we finally approached Photoreal by adding dirt maps and imperfections!
8:00 Basically like STALKER - environment there was really impressive, even though characters and animals were lacking in polygons
"Let's shut up and watch this for a bit" _proceeds to immediately pause the video and talk about floor textures_
Did you got a chance to see the in engine footage he released later as a response to ppl saying it was fake gameplay?
It’s almost definitely photogramitry because unreal has a deal with megascans that makes it super cheap (or even free, can’t remember) to use a huge library of scans
@user-pb6ly4qh9b
Жыл бұрын
We will find out the truth after the game is released
If you laser scan the interior you get away from both the issue that it's to flat and that the light there effects the model. You can also do photo gramity with several flod lights mounted around the camera to get away with the true collor Then you could go banking lumance or rtx. It really would look very simular. From the flashlight i would say the texture are in there true color and the game know how much light is on it. That can be done really 3 ways. Baking (Sudo) real time raycaating With a specialty camera that recors both (would really not be that hard to create) I would say they can't just been scanned. Then the flashlight would be super nosy and full of artifacts. So they have to had some type of post processing. If done I physics or in software. Its really hard to say
Awesome video and comments, thank you!
If you look into the development, most of the models are from mega scan or other photogrammetry
Can you check out ELI-21 Cherno? It's a DCS cinematic and possibly give some feedback on what you would do with the engine being an inhouse sim engine. They just released multi-threading and will be adding Vulkan and DLSS 2.0 support soon. It's pretty impressive what they have been able to tun that engine into considering the massive amount of VR use.. Which is a whole topic on it's own I'd love to hear you go over.
Great reaction. I don't write games but I've been writing software for living for last 20 years and I agree with pretty much everything you said here. I was a bit surprised that you didn't comment the flashlight effect more. For my eyes, that was the absolutely least realistic part of this demo. I agree that it was probably photogrammetry and I don't know if they actually had setup where you take multiple photos with separate lights for *every shot*, you can compute true surface color per pixel and pretty good approximation of albedo.
Thought the exact same thing, a lot of things seemed to need more work on compared to how the opening scene was executed.
"Let's shut up and watch this a bit." *immediately pauses and starts talking again* 😂
There is a left thumb movement at 11:15, do you think it is intentional?
The holly grail in that video is the post processing. it makes it look low bitrate. I wonder how one would do that in a realtime shader
"Let's shut up and watch this".. literally 200 ms later, "That ground looks weird"
It is almost like an aspect of photorealism that have never been explored heavily before, simulating real-world camera and their (imperfection), I bet sound would be next. plus there is no way they did not use photo scan it is insanely time-consuming to do it otherwise.
“Let’s shut up and watch” .5 seconds later… “ok look at that ground!” Lol! Great video
It's really close to real ONLY when there is sunlight, when there are dark scenes, they same "tech" to make nice the walls, make them looks totally unnatural.
I think something that a lot of developers surprisingly don’t realize is that if you want a game to look realistic you can’t have this crystal clear, flawless 4k image we keep getting. Out of all things this is the MAIN thing that keeps video games looking like video games. If you watch any movie, the camera image always has imperfections. That’s what makes it look legit. It’s a win win. Your game ends up looking waay better and you save performance because you don’t have to render at super high quality. Why don’t they realize this? It’s such a no-brainer. I’ve been saying this since the ps3/360 days. It would’ve benefited those consoles too. It’s always been a video game pet peeve of mine. Only time it’s appropriate for crystal images is in 100% Cgi movies such as something from Pixar. This video is one of the very few times I’ve seen someone who just gets it. *also you seemed a tad bit jealous 😂. That’s how I know it looks amazing 😂
Te quiero mucho The Cherno, ❤ eres muy genial 😅. Me encanta tu curso de C++ es impresionante 🎉.
When you see unrea 5 in action does it inspire or discouraged you on your engine? Does make you work harder? Does it worry you?
@Denomote
8 ай бұрын
his engine is not supposed to compete with unreal
I know it would've probably conflicted with the more gritty realistic vibe, but I would've loved to see some very exaggerated hollywood-style muzzle flashes lighting up the environment. There was however a lot more muzzle smoke than I was expecting.
One thing is true. If you photogrammetry all scene, would work with global illumination and different lighting scenes?
To add to what the soldier was saying: Both video games and movies are fiction and even though games are more interactive and immersive than movies in some aspects it's not entirely "I'm shooting with the intent to kill" versus "I'm watching someone shooting with the intent to kill." It's more like "I'm engaging with this piece of fiction where I shoot fictional characters with the intent to kill". The separation of what is real and isn't is more than enough for normal people (as in people without underlying mental conditions) even if it looks very real and "feels" real because of haptic feedback.
Even watching this, I didn't see it as real. Maybe I'm unique in this, but the moment I know something is fake in terms of realistic looking people dying, It's pretty much instantly disconnected from reality in that, I don't think stuff like this would be problem if they got even more realistic. Because I can watch a real gun fight and be really stressed out and uncomfirtable, but when there's something that looks real and i know it's fake, I don't feel anything really. I'd imagine most people are like this, but who knows
I definitely get photogrammetry vibes. To be honest my main take away is that it doesn't look very fun to play. I'm not really sure how that inertia and wobble etc is going to feel remotely good to control with a mouse or controller. If it's meant to be a VR game, which would obviously make a lot of sense then I feel like a lot of people are gonna have serious motion sickness issues.
@Mayorofsexytown1303
Жыл бұрын
I feel like it would be worth the janky controls just for the unique experience. If it was a pvp game that would be a different story.
If you are looking for video ideas, id be interested in you watching Redfall footage and theorizing on why they are having so much trouble achieving 60 fps on console. From my laymen perspective the game really doesnt look graphically impressive so im curious why they are having such a hard time but maybe im missing something
The reflection on the windshield being darker/not overexposed is actually realistic. A part of the light is "absorbed", i.e. just passes into the vans interior, which means less light being reflected. Btw. all reflections are ray traced, this is unreal 5.
You said it looks like a photoscan. To me it looks more like a photoscan made by a Phonecamera what probably indicates some style of NeRF (in spezial somthing like Grid NeRF) which is a Neural Network processed 3D model learned from images. Companies like Luma AI provide Apps to do something like this which also can later be converted into depth and normal maps for 3D Model exports into somthing like Unreal. Or maybe just a IPhone scanning app with liadar capability was used. Both technics would explain the low-poly look of the ground so I would guess its a cheep liadar scan imported and improved.
Kind of random, sort of related, but I remember nearly 20 years ago my sister was watching me play Half-life 2. She recorded a bit of it on her old-school digital camera. I was blown away by how much more real it looked watching it on the camera vs the actual game. Something about the lack of detail somehow made it more convincing. I've seen games try to replicate this, like the film grain effect, but it's just not the same.
People have been making the "too realistic violence" argument since Mortal Kombat.
"Ok, let's shut up and watch this a bit..." *immediately pauses* LOL
@blvcksymbiote
Жыл бұрын
He talked way too much
Imagine they open the game to more maps created by the users with 3d scanning.
Looks really cool, but I'm kinda skeptical about how it would feel to actually play it. Like movement in a game is very different from that bodycam feel. maybe it works in VR, I dunno, but it also feels like the blurring effects and the low-res, low quality camera type look would feel wrong in a game. It is incredibly well made, and they have really captured realistic movement (fake camerashaking is usually horrible, but not here). Without the "bad camera filter" this would probably look more like Half-life Alyx or just a modern UE5 game.