[HN Gopher] The Matrix Awakens: Unreal Engine 5 Techdemo [video]
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       The Matrix Awakens: Unreal Engine 5 Techdemo [video]
        
       Author : WithinReason
       Score  : 236 points
       Date   : 2021-12-10 09:53 UTC (13 hours ago)
        
 (HTM) web link (www.youtube.com)
 (TXT) w3m dump (www.youtube.com)
        
       | wly_cdgr wrote:
       | There is something really weird and psychotic about, here's this
       | technology that lets you render anything you can imagine in any
       | way you can imagine, and what we keep trying to do is copy the
       | way we already perceive the world as closely as possible. I
       | wonder if this urge to copy reality is borne out of our
       | biological urge to reproduce. Otherwise why would we find
       | something as boring and unimaginative as photorealism so
       | pleasing?
        
         | lostgame wrote:
         | ...'The Matrix' is based off a real-life movie.
         | 
         | If they are trying to make a game based off that universe, with
         | the same actors/actresses, why would they not aim for the most
         | realistic possible portrayal possible?
         | 
         | Your statement also ignores phenomenal games like Flower,
         | Journey, NiGHTS Into Dreams - your statement even excludes the
         | _Mario_ series. Even  'Halo' has imaginative worlds that can
         | benefit from photorealism.
         | 
         | Photorealism does not remove creativity. It's also a standard,
         | a boundary to which digital artists have aspired to since the
         | beginning of the medium.
         | 
         | You might as well ask why realist painting is a thing?
        
         | libertine wrote:
         | Because it's familiar and uses references, contexts and symbols
         | we understand.
         | 
         | I also wonder if it's cheaper.
        
           | Koshkin wrote:
           | Indeed, that is the answer. People need something that they
           | can relate to, otherwise they will just shrug and move on.
           | This is why in all sci-fi movies about the far future, that
           | future in many ways always looks suspiciously like today; it
           | is not for the lack of imagination on the part of the author,
           | the goal here is precisely to leave some points of reference
           | and prevent the audience from losing interest. (Hidden
           | advertisement and product placement plays not a small role
           | here as well.)
        
         | marstall wrote:
         | even more psychotic: the real world but you get to kill anyone
         | you want, and violence and death is basically the main focus of
         | everything that happens in the world.
        
           | mattstudio wrote:
           | I totally agree. Any recommendations of games with great
           | visuals that don't focus on killing? I'd love to experience
           | amazing virtual worlds without gameplay involving weapons.
           | 
           | All I can think of are sports games like FIFA, or side quests
           | in Red Dead Redemption. Any other suggestions?
        
             | wly_cdgr wrote:
             | The Forgotten City, My Summer Car, Quantic Dream's games,
             | Supermassive's games, Cloudpunks, Mind Scanners, Sable,
             | Obduction, Superliminal, Eastward, Beautiful Desolation,
             | Dropsy, If On A Winter's Night Four Travelers, Desert
             | Child, Diaries of a Spaceport Janitor, Legend of Hand,
             | Draugen, Felix The Reaper, Firewatch, The Talos Principle,
             | The Witness
             | 
             | I am interepreting great visuals broadly to include great
             | art direction, but there are some very nice looking
             | realistic 3D games in that list
             | 
             | Some other ones that I don't particularly care for but that
             | many people love: Disco Elysium, Outer Wilds, Return of the
             | Obra Dinn
             | 
             | There are also many great games that feature combat as a
             | core mechanic but are no more "about it" than The Odyssey
             | or The Seven Samurai are. For example: Yakuza 0, Kenshi,
             | INSOMNIA: The Ark, Vampyr, Valakas Story, Pathologic 2,
             | Ghost of a Tale, A Plague Tale
        
         | native_samples wrote:
         | We don't - Fortnite and Minecraft are good examples of hit
         | games that don't look photo real deliberately.
         | 
         | The Matrix demo is set in a city because (a) that's where the
         | Matrix is set, and (b) it's relatively "easy" to do photo-
         | realism in a city because you can use actual photos, and
         | because other than the people the objects are reflective shiny
         | boxes or surfaces.
        
         | yetihehe wrote:
         | It's about pushing boundaries. Creative people see a boundary -
         | they want to push it. Up until very recently it was about "how
         | much polygons and textures you can put on screen". Now it's
         | about "how real can you make it". Once we routinely get to the
         | other side of uncannny valley and everything is real enough, we
         | will see another boundary and creative people will push that
         | instead.
        
         | cardosof wrote:
         | I guess that's because we're just using the benchmark we have.
         | If it looks like what we see in the real world and it fools us,
         | then it's good!
        
       | marcodiego wrote:
       | As is said in the demo, stay away from marketing people.
        
         | hn8788 wrote:
         | I think that may be a reference to Cyberpunk 2077, which Keanu
         | also starred in, being a disappointment based on the marketing.
        
         | JohnWhigham wrote:
         | Seriously. This is just a shoot 'em up with nice graphics.
        
       | ggambetta wrote:
       | I'm not sure I should watch it. I've been actively avoiding
       | trailers and any kind of spoiler of the movie. Does this contain
       | spoilers? Or is it more like the Animatrix was to the sequels
       | (e.g. provide valuable context before watching the movie)?
        
         | PaulDavisThe1st wrote:
         | There are no spoilers of any kind. It is essentially completely
         | disconnected from any of the actual films other than featuring
         | avatars for two of the lead characters and revealing agent
         | behavior that was made clear before the middle of the first
         | Matrix film.
        
       | imdsm wrote:
       | Turns out we're now living in the future
        
       | amai wrote:
       | But game characters still walk as if they have a broken hip
       | implant.
        
       | souldragon wrote:
       | While the technology is extremely impressive, I often find we
       | over doing it to the point of un-canniness. For example, the
       | dithering in the explosion/bullet effects appears to be confound
       | with the over-sharping. As well, many of the effects are over
       | done with the intensity of the particles and size of them. The
       | gloss of the cars are extremely aggressive to show off the ray-
       | tracing technology but it make the cars look goofy. I can see the
       | de-noising failing with some surfaces because they are using ray-
       | tracing as many places as possible.
       | 
       | I feel we already close to reality, but are in-human desire to
       | over-crank things to justify the huge performance hits or showing
       | off some these features is hurting us. Games that I see that
       | don't jump largely from medium to ultra are often because they
       | softly layer the effects to the point where it's not noticeable
       | at first glance, but as time goes on it builds up immersion.
       | 
       | Detail is amazing, the technology is insane, and the attention to
       | detail is jaw-dropping, I don't want to undermine the impressive
       | work both from a technology as well as hard work implementing it.
        
       | new_guy wrote:
       | This is incredible. It's actually better than some released
       | games, I've been driving around the city for a while now and it's
       | so real!
       | 
       | What I would like not just for this but games in general is more
       | interaction with the environment, you see a building, you can go
       | into it. You see a bench you can sit down etc.
       | 
       | The realism only lasts until you try to do something out of
       | bounds then it's just a reminder that it's all pretty
       | superficial.
       | 
       | But yeah this will be a day one buy when the full game/experience
       | is released!
        
       | headmelted wrote:
       | Just played through this on PS5 on a decent OLED. It does not
       | look like this video.
       | 
       | It's impressive, but I'm skeptical this video is real-time on a
       | PS5, certainly I doubt this is at 4K - the jaggies when I ran
       | this were everywhere.
       | 
       | It was worse in the city demo after the action sequence.
       | Certainly a lot going on, but in terms of the trade-off, it was
       | visually quite obvious where the costs are side-by-side with
       | Miles Morales on it's PRT mode and for a real game the later
       | would almost certainly be better overall.
       | 
       | Hopeful people will get more out of it in future, but wanted to
       | temper expectations here from the video.
       | 
       | EDIT: Just found the signpost to enable real-time night mode with
       | Lumen. Wow. It's clearly still struggling to run on a PS5 but
       | it's not _that_ far away from where it would need to be. And when
       | it 's not struggling with jaggies/framerate it's pretty jaw-
       | dropping.
        
         | me_me_me wrote:
         | Its possible that it was recorded on dev ps5, those machines
         | are more powerful. And you can get away calling it 'runs on
         | ps5'.
         | 
         | Marketing people are at it again
        
           | maybeOneDay wrote:
           | Source on dev machines being more powerful?
           | 
           | I wasn't aware that was common practice. I assume this is for
           | ease of playtesting a game before any optimisation phases
           | have happened? I wonder whether it has a setting to convert
           | down to actual PS5 power levels.
           | 
           | > And you can get away calling it 'runs on ps5'.
           | 
           | Of course. Sigh...
        
             | tapoxi wrote:
             | Typically they aren't more powerful, but they have more RAM
             | to assist with debugging
        
             | me_me_me wrote:
             | Dont have a direct source, but was told that few times by
             | my gamedev friends who work on those.
             | 
             | ...
             | 
             | here i googled it for you
             | 
             | https://www.fortressofsolitude.co.za/ps5-dev-kit-vs-
             | playstat...
        
         | MikusR wrote:
         | The video says that it was captured on Xbox series X and PS5.
         | Series X is faster than ps5
        
         | satysin wrote:
         | I played with it for about an hour on an LG C8 55" OLED and was
         | impressed.
         | 
         | I think it is pretty clear there is a level of detail
         | difference between the 'white room' scenes with Neo and the
         | 'city'.
         | 
         | I would be shocked if the 'white room' scenes where not fully
         | motion captured and then transposed into 3D models to run in
         | engine. A _bit_ unfair as while it may be real time rendered it
         | is fully scripted. The player has no control. It is essentially
         | a movie converted into a 3D environment then optimised to hell
         | and back with pixel corrections where needed.
         | 
         | However the 'city' environment is quite stunning with
         | incredible level of detail and you can free roam either
         | walking/driving around the street or fly by. Really quite
         | something to play about with the real time rendering pipeline
         | to see the triangle make up, etc of every object or adjust the
         | position of the sun in the sky, etc.
         | 
         | A lot of fun. Reminded me a lot of when I first got to play
         | Spider-man on the PS4 and just swing around the city. Will be
         | great to see where this leads in a year or two once devs have
         | really had time to get a feel for how everything works.
        
           | lm28469 wrote:
           | > I would be shocked if the 'white room' scenes where not
           | fully motion captured
           | 
           | The animations don't look that good to me, nowhere near
           | mocap. The weird arms movements alone scream "video game"
        
         | darkteflon wrote:
         | I also just played this through on a PS5 and an OLED and was
         | blown away. Don't think I've ever been so impressed with a
         | virtual world before.
         | 
         | The moment that drove it home for me was flying up into the
         | sky, striking out in a random direction, flying to the roof of
         | a building and zooming right up to a cluster of pipes and
         | seeing individual rivets accurately modelled. All of this, for
         | a 10 minute demo.
         | 
         | This is a staggering achievement, by all accounts made possible
         | by some pretty amazing new tooling. Genuinely baffled that
         | anyone could fail to be impressed by this.
         | 
         | Edit: don't forget to open up the menu and play around with the
         | lighting, crowd, AI settings, etc.
        
           | ksec wrote:
           | >Genuinely baffled that anyone could fail to be impressed by
           | this.
           | 
           | I was much more impressed by Battlefield 2042 graphics when I
           | first saw it. So while this looks "good", may be I was
           | expecting much more. But then again we are limited by
           | Hardware so I guess I have too high of an expectation.
        
           | MillenialMan wrote:
           | Those rivets probably aren't modelled, they'll be
           | reconstructed from volume information in the texture. Which
           | is still impressive and a great way of dealing with that type
           | of geometric detail, but it has limitations, and the engine
           | isn't processing actual models at that level of detail.
           | 
           | You can still do stuff like that in UE4. Have a look at
           | what's possible with Quixel Mixer, you can create detail like
           | that surprisingly quickly. I'd tentatively argue that
           | modelling tools are the real MVP when it comes to increased
           | geometric LOD in modern engines. They allow you to add that
           | kind of detail quickly enough that it becomes economical to
           | actually detail rivets.
           | 
           | Either way, it's very cool. The crowd simulation stuff is
           | going to be useful, current tooling there absolutely sucks
           | outside of a few very expensive dedicated products.
        
             | darkteflon wrote:
             | It's very cool. I bet Digital Foundry takes an in-depth
             | look - can't wait.
             | 
             | After reading your comment I went back in to the demo to
             | have another look at the rivets up close. In the options
             | menu, you can switch the viewport so that it shows you the
             | triangles that make up object geometry under the "Nanite"
             | system. Would be interested to hear from anyone with access
             | to the demo and the right background what they make of
             | this.
             | 
             | Edit: I took a couple of screenshots of default view vs
             | Nanite triangles view but not sure what the convention is
             | on HN for where to host them. Happy to put them up if
             | someone can clue me in.
             | 
             | Edit: I've just put the screenshots up
             | [here](https://imgur.com/a/2FMpLJa) and a ~30 sec vid
             | [here](https://youtu.be/s1PUCadh1TU), showing cycling
             | through the viewport modes.
        
               | dylan604 wrote:
               | Host them where ever you like, but hopefully something
               | resilient to a hug of death.
               | 
               | I hear tweet threads are really appreciated /s
        
             | jameshart wrote:
             | If this UE5 demo is using Nanite, then it really may well
             | just be modeled geometry.
             | 
             | Nanite really blurs the line between geometry and texture -
             | in a sense it's a shader that uses triangle mesh data as if
             | it were a texture source.
             | 
             | This siggraph session will expand your mind:
             | https://m.youtube.com/watch?v=eviSykqSUUw
        
               | MillenialMan wrote:
               | I stand corrected! Thanks for the link, that's very cool.
        
           | tapoxi wrote:
           | I'm impressed but I think Spider-Man/Miles Morales on the PS5
           | handle it better. What I gather from this demo is that UE has
           | made these AAA features easily accessible to more developers,
           | and that Nanite means that artists will need to worry less
           | about LOD for the assets they create.
           | 
           | Some downsides, the "metahuman" face modeling isn't great, it
           | seems very uncanny valley compared to titles like The Last of
           | Us II. There's some obvious framerate issues during the car
           | chase scene where I wouldn't be surprised if it dipped into
           | the 20s.
        
             | cma wrote:
             | > Some downsides, the "metahuman" face modeling isn't
             | great, it seems very uncanny valley compared to titles like
             | The Last of Us II.
             | 
             | I think each character in last of us 2 is a custom scan and
             | artist creation. Metahumans is made from an amalgam of
             | scans and lets you parameterize the face (adjust everything
             | with sliders) so it is a much harder problem.
        
         | wyldfire wrote:
         | > the jaggies when I ran this were everywhere.
         | 
         | Unfortunately if you watch it on something other than the
         | rendering device you are very likely to be seeing through a
         | video compression/decompression cycle. Providers like YouTube
         | are notorious for rescaling the compression to match the
         | current qualities of the channel. Just a big caveat when
         | looking for rendering artifacts because they may be
         | indistinguishable from compression artifacts.
         | 
         | Note that "playing it on a PS5" is meaningless unless you had
         | demo software. The PS5 has a YouTube player and it's not
         | representative of your in-game experience.
        
           | boardwaalk wrote:
           | There is an actual demo out you can download:
           | https://store.playstation.com/en-us/concept/10004087/
           | 
           | I do not think they were talking about watching the video on
           | their PS5...
        
         | vmception wrote:
         | Glad you got the settings to work to improve your experience,
         | now also imagine waiting 5 years for developers to really
         | optimize and innovate how they use this engine and the PS5's
         | resources.
         | 
         | Going to be funny listening to elitist PC gamers talk about how
         | inferior everything still looks by then, even though they just
         | play nostalgic pixel art games on Steam all day.
        
           | sumtechguy wrote:
           | Considering the diff between a pc and ps5 is fairly minimal
           | other than the storage i/o. PCs are already 1-2 gens ahead in
           | CPU and GPU. Any sort of optimizations/tweaks they make for
           | the PS5 are going to be on the PC very quickly as the archs
           | are basically the same. Now I own a lot of different consoles
           | and have in the past built my own PC. However, these days the
           | difference between gaming on a console and PC is so 'same' I
           | have not bothered to buy this generation of consoles (I
           | usually get 30-50 games for each console and generation). The
           | switch is probably the most innovative for this generation.
           | With the xbox and ps5 being hardware locked PC's and some
           | interesting exclusives. But it looks like I am going to be
           | buying uncharted 4 again :)
        
             | gmadsen wrote:
             | I'm pretty sure the value proposition is that for $500 you
             | can play state of the art games, compared to $1500 for a pc
             | to do the same. Also not sure what unique benefits the PS5
             | ssd i/o will have. This is currently not something you can
             | do with consumer pc components
        
               | sumtechguy wrote:
               | A PS5 and a PC of the same specs is comparable in price.
               | Also a PS5 is currently 1000-1200 depending on bundle.
               | The I/O bit with ps5 is interesting for loadtimes and
               | open world games, though it is getting tougher to buy a
               | PC without nvme. The current xbox looks interesting, but
               | MS is basically pushing 'also release on PC'. Like I said
               | I have owned many generations of consoles. However, this
               | gen I am finding it tough to justify also getting one in
               | addition to my PC. Even the PS4 before it I bought only
               | because of one silly unique game that was not on PC but
               | on every console. Something like the n64 when it came out
               | vs the PC it was a no brainer and 'here take my money'. I
               | am not getting that with this gen of consoles. If you
               | want a console over a PC go for it, seriously. I
               | personally am finding the distinction hard to justify
               | with the current gen of consoles.
        
               | gmadsen wrote:
               | Obviously use the pc if you have it. My point is entirely
               | for the case of having neither. It is patently untrue you
               | can get a full pc capable of running ps5 quality games in
               | the price range of a ps5
        
               | kahrl wrote:
               | "A PS5 and a PC of the same specs is comparable in
               | price." What?. No. A PlayStation 5 digital edition
               | retails for $399.99. What Celeron powered hunk of junk
               | are you able to put together for $399.99?
        
               | rvnx wrote:
               | On which planet this pricing applies ? In Estonia (north-
               | east of Europe) it's 1000 to 1200 USD in the shops.
               | 
               | https://www.hinnavaatlus.ee/1891263/sony-
               | playstation-5-digit...
        
               | cma wrote:
               | Pci-e 4 + directsorage hardware decompression can do
               | similar rates. What you can't get is integrated CPU/GPU
               | memory on GPUs this fast, but you can get way faster GPUs
               | and CPUs.
        
         | somebee wrote:
         | I played through it myself and tbh I think the video doesn't do
         | it justice. I haven't been this blown away in years. Until I
         | got to take over the controls I was utterly convinced there had
         | to be pre-rendered video thrown into the mix.
         | 
         | If you have a compatible console I'd really recommend checking
         | it out!
        
         | lijogdfljk wrote:
         | Agreed. I was really hoping they'd release this sort of product
         | on PCs with a "here's what we want in 5 years" level of power.
         | Only high end machines would even be able to run it, but i want
         | to see their vision for future fidelity.
         | 
         | The textures looked super flat to me in this, the world looked
         | decent, but all together i _hoped_ the PS5 was holding their
         | tech down.. because i expected more. Nanite (codename for high
         | model density rendering) examples previously were _much_ better
         | in my view. Eg: https://youtu.be/U-dRBjqAGgI
        
         | lm28469 wrote:
         | > It does not look like this video.
         | 
         | It's always been like that for demos and promo videos. Sometime
         | they straight up run the demo on a PC with crazy specs while
         | pretending it's running a console.
         | 
         | https://imgur.com/a/cagcr
        
       | robbedpeter wrote:
       | The Uncanny Valley effect is very apparent with Carrie-Ann Moss,
       | but virtually nonexistent with Keanu Reeves. For some reason this
       | is hilarious to me.
        
       | gigatexal wrote:
       | A video I saw for this looked like it was using an Xbox
       | controller.
       | 
       | Perhaps the video I saw was on a PC with a 3090 or something
       | insane like that.
        
       | PedroBatista wrote:
       | Cool, but the problem is people ( marketing department included )
       | extrapolate this tech demo into something more, and we all know
       | how that ends..
       | 
       | Maybe the most recent one is Cyberpunk 2077 and there were many
       | reasons for that disaster other than the "tech", but it always
       | ends with a couple million angry people robed and a few hundred
       | burned-out employees with long lasting mental issues.
       | 
       | Cool demo, but nothing more.
        
         | jcun4128 wrote:
         | I might have been lucky (decent system) but I got through
         | Cyberpunk 2077 fine, was not bug free but I enjoyed it, put
         | like 100hrs into it over Dec 2020.
        
       | smusamashah wrote:
       | I think the first part with Long Haired Keanu is all filmed. He
       | has all the details on his face and his face wobbles the way it
       | does in real life. Same goes for the wrinkles on his shirt when
       | he is touching the sofa.
       | 
       | The neo that wakes up in front of computer didn't look real. Also
       | when he transformed to his young self, that immediately looked
       | bad and definitely CGI.
       | 
       | The statement at start of video is not fair (a lie).
        
       | quincunx wrote:
       | The tech is pretty, not sure it works as a demonstration of
       | gameplay though.
       | 
       | For some reason this strongly reminds me of The typing of the
       | Dead. A "Typing of the Matrix" would fit the theme quite nicely!
        
         | M4v3R wrote:
         | I don't think the gameplay was what they focused on here, this
         | demo was meant to be a showcase of graphical/physics features
         | that Unreal Engine 5 has.
        
       | tscherno wrote:
       | 3DMark 2001 Lobby Sequence:
       | https://www.youtube.com/watch?v=E14Kt1ynvic
        
         | croes wrote:
         | Hall Of Mirrors | Equilibrium mod for Max Payne 2
         | 
         | https://www.youtube.com/watch?v=mvvkmfVPppY
        
         | zigzag312 wrote:
         | It would be awesome, if 3DMark would remake the Lobby Sequence
         | with the latest tech :D
        
         | dntrkv wrote:
         | Oh wow that brought back some memories. Overclocking my Pentium
         | 4 Northwood paired with a 6800gt then running that benchmark,
         | followed by Super PI, and then making sure it's stable with
         | Prime 95. Spent so much time running those benchmarks.
        
       | ilikerashers wrote:
       | I love this trend of PS5/Unreal engine flexing for movies/music.
       | 
       | The Radiohead art exhibit was amazing. They do an interactive art
       | piece with "How to Disappear Completely", "Pyramid Song" and "You
       | and whose Army".
       | 
       | Serious amount of work goes into these, I'm sure and it's great
       | to use the console for something other than FIFA.
        
       | bullen wrote:
       | Realism is not the goal. Freedom is the goal.
       | 
       | The hero movies hollywood keeps churning out make no sense in a
       | meatspace world where you can build, own and be god; in your own
       | virtual world.
       | 
       | The goal is to build the real matrix (or oasis, the name hardly
       | matters), and you cannot build it with high polycount or large
       | textures.
       | 
       | The future looks more like Minecraft or Roblox, like it or not.
        
         | shakow wrote:
         | I disagree: video games do not have to converge on a single
         | genre. Sometimes I feel energetic and ready for a brain
         | challenge and I fire up Factorio, sometimes I want to play
         | super-chess and I launch a Gary Grigsby game; sometimes I want
         | to just immerse myself in another world and/or culture and I
         | play Blackbook/Witcher/ACS, sometimes I'm ready for some fun
         | with friends and it's CS:GO or R6, or Il-2 when I want the
         | flying version of it; finally, when I want to just enjoy a good
         | story, then it's time for Witcher or Metro.
         | 
         | I don't see why this diversity should disappear.
        
           | bullen wrote:
           | Diversity will still exist, but the internets native content
           | will be open action 3D MMO.
           | 
           | Apply that to all the examples you mentioned and imagine what
           | that means!
           | 
           | And you can still make a fire and send smoke signals if you
           | wish!
           | 
           | Lots of (old) people enjoy old pass times.
        
             | dgritsko wrote:
             | > the internets native content will be open action 3D MMO
             | 
             | Citation needed. What do you think will make this an
             | inevitability?
        
               | bullen wrote:
               | Because that's what we see evolve?
               | 
               | From Everquest to PUBG which are the two only adult
               | evolvers.
               | 
               | You can tell by looking at what they changed by how
               | copied they became.
               | 
               | And Minecraft and Roblox which are the young evolvers.
               | 
               | Nobody has managed to copy Minecraft and Roblox
               | successfully yet and the AAA studios are stuck in a grind
               | making meaningless sequels.
               | 
               | But then if you look at the technology, you see that
               | theres an obvious combination that is missing: Everquest
               | - RPG + physical action gameplay like mario/zelda +
               | modability of Roblox/Minecraft.
               | 
               | The final game (engine).
        
         | krastanov wrote:
         | Single player cinematic games (without much freedom, not open
         | world) are lovely experiences. Sure, I enjoy unwinding in
         | Minecraft, but you seem weirdly dismissive of single player
         | games with good writing. Some such games are cartoonist and
         | wonderful, some are photorealistic and wonderful, and some are
         | going beyond realism into something completely new (also
         | wonderful).
         | 
         | As long as we still enjoy reading good books, we probably will
         | continue enjoying watching good movies and playing good single
         | player games.
        
         | gambiting wrote:
         | >>Realism is not the goal. Freedom is the goal.
         | 
         | Says who? There is place out there for both Minecraft and for
         | extremely high detail one-off experiences, we aren't destined
         | to all move into the Oasis.
         | 
         | >>The goal is to build the real matrix
         | 
         | Again - says who? Who has that goal?
        
           | bullen wrote:
           | It's the natural evolution of the internet as a medium.
           | Technology is always born without content and leeches off
           | older technologies content.
           | 
           | Theater -> Books
           | 
           | Music -> Radio
           | 
           | Books + Radio -> Movies
           | 
           | Movies + Books -> TV
           | 
           | Movies + TV -> Games
           | 
           | So far we have used books and movies as content, but the
           | internets native content is an open action 3D MMO, it just
           | takes time for new mediums to develop their own content type.
           | 
           | Why have a linear hardcoded storyline when the users can live
           | out their own stories in the game?
           | 
           | I know it might be hard to see now, but we don't have the
           | energy to not build it.
           | 
           | Also kids lead the way, and TV does not exist in their world,
           | they call that YouTube and Twitch.
           | 
           | And while movies might be fun for them, the time spent in
           | Movies vs. Minecraft + Roblox is an approximation error.
        
             | gambiting wrote:
             | >>Why have a linear hardcoded storyline when the users can
             | live out their own stories in the game?
             | 
             | Because a lot of people seem to enjoy exactly this - 10-30
             | hours of a very linear, hand crafted experience, not
             | sandbox "you can do anything" kind of experience.
             | 
             | >>I know it might be hard to see now, but we don't have the
             | energy to not build it.
             | 
             | I don't even understand what that sentence means, to be
             | honest with you. I work for one of the largest video games
             | companies in the world and we somehow still build both
             | sandbox as well as single-player focused games.
             | 
             | >>Also kids lead the way, and TV does not exist in their
             | world, they call that YouTube and Twitch.
             | 
             | Kids have zero purchasing power, and it's the money which
             | decides what to make. Your "average" gamer, by industry's
             | own stats, is a 20-30 year old male, who owns a console,
             | and buys exactly 3 games a year - latest Fifa, latest CoD,
             | and one other game(and companies spend hundreds of millions
             | of dollars on marketing to occupy that 3rd spot).
             | 
             | Minecraft and Roblox are as big as they are not only
             | because they are good games, but also because they are
             | fantastic at extracting money from parents _through_
             | children. Trying to figure out the future of gaming by
             | looking at those two is like saying that future of movie
             | making and holywood is animated cartoon short stories,
             | since Peppa The Pig is unbelivably popular with kids.
        
               | bullen wrote:
               | The PS5 is basically a paper weight with these
               | electricity prices.
               | 
               | So what happens when these kids grow up and don't have to
               | nag their parents?
        
               | gambiting wrote:
               | >>The PS5 is basically a paper weight with these
               | electricity prices.
               | 
               | Again, not sure what you mean - PS5 uses very very little
               | power compared to a gaming PC, about 200W under load - my
               | own GPU uses about 300W and that's without the rest of
               | the system. An hour of gameplay on the PS5 costs about
               | PS0.05, and that's if you hit the electricity cap and are
               | not on a fixed tariff. At my prices it's more like a two
               | pence per hour. If these expenses turn your PS5 into a
               | paperweight, I have to question how were you able to
               | afford one in the first place.
               | 
               | And in addition - not sure what PS5 has to do with this?
               | 
               | >>So what happens when these kids grow up and don't have
               | to nag their parents?
               | 
               | They buy whatever they like, not sure what you are trying
               | to suggest here.
        
               | throwaway17_17 wrote:
               | I have seen the 'gamers buy 3 games' stated by various
               | people before. Do you happen to know off hand what
               | percentage of gamers that applies too. I am trying to
               | figure out if I am just a rounding error when publishers
               | and devs are trying to pitch and develop new games.
        
               | gambiting wrote:
               | Well, so few extra things:
               | 
               | 1) it's an industry average, so some people will only buy
               | a console to play Fifa with their mates and literally
               | never buy anything else, some people buy loads of games,
               | but the average across the the industry is 3 games per
               | year, and those games are extremely likely to be the ones
               | listed above(in fact the 3rd one is usually, more often
               | than not, a copy of GTA 5, as crazy as this is)
               | 
               | 2) It only applies to people spending money. So if you
               | just play WoW and nothing else, and never buy any new
               | games, you aren't even counted.
               | 
               | 3) Not all gamers are equally interested in all games. So
               | of course a developer of a small indie game probably
               | isn't aiming for the same crowd of Fifa/CoD buyers. Just
               | like a small film director isn't making a decision on
               | whether to make a movie based on whether they can compete
               | with Marvel - they usually have different crowds. So yes,
               | if you are predominantly interested in short, single
               | player experiences in the PS20 range, then probably no
               | one at EA or Activision is pitching games for your crowd
               | - but there will be other developers who do, and for whom
               | you are the #1 target audience.
        
               | andrepd wrote:
               | > Kids have zero purchasing power
               | 
               | This is obviously absurd, or else there wouldn't be
               | billions of dollars in advertising toys and kids games
               | every Christmas season. They might not directly have
               | purchasing power but they have it indirectly by
               | convincing parents to buy stuff.
        
               | gambiting wrote:
               | Yes, and these two aren't the same. (Young) kids have
               | zero purchasing power, but like I said, Minecraft and
               | Roblox are the behemoths they are because they are good
               | at making kids convince their parents to spend money -
               | that's the exact same point you just made, right?
        
         | beepbooptheory wrote:
         | Listen it doesn't work out great in either Snow Crash or the
         | Matrix; I don't think I want that goal.
        
         | svantana wrote:
         | You can have low-bandwidth realism with a heavy client, for
         | example you can enumerate all people on earth with 33 bits.
         | 
         | But to me, video games with fancy CGI is like a chessboard with
         | ornate gold pieces. Impressive, but in the end it's still just
         | chess.
        
           | bullen wrote:
           | My 3D MMO engine can now have 2000 non-instanced animated
           | characters each with an interchangeable item equipped at 60
           | FPS without a world on a 1050Ti (80W GPU).
           | 
           | My target is to keep that number above 1000 when the world +
           | physics is in.
           | 
           | On Jetson Nano (1/2 Nintendo Switch at 5W GPU) that number is
           | 300 and I hope 150 on release!
           | 
           | The server can handle 10.000 action players (no
           | spraying/headshot but mario/zelda mechanics/physics) at an
           | avererage of 50 players in view on a large AWS machine.
           | 
           | Nobody has ever played an action MMO (with fun gameplay and
           | physics) that plays like mario but scales to 10.000 players
           | yet. When they do, they won't play anything else ever again
           | (or do anything else in meatspace) is my prediction.
           | 
           | You are spot on; gameplay is more important than surface.
        
             | ikrenji wrote:
             | you can have a good game that plays well and you can have a
             | good game that looks pretty. but the truly great games both
             | play well and look pretty...
        
               | bullen wrote:
               | Yes, but my game will have real modeled characters with
               | silky smooth AAA animations, and still scale!
               | 
               | Roblox and Minecraft could only build the future by
               | spending less time on fidelity, hence the awkward
               | animations and "ugly" characters.
        
             | arminiusreturns wrote:
             | Are you doing your own engine or what scaffolding are you
             | using? I'm assuming something that is pretty close to end
             | vulkan? This is a topic close to my heart, lots of
             | questions about how to scale, where to put the seams (node
             | based loading has issues, have to be careful about loading
             | screens, etc), how to keep player state backend access
             | super fast once attributes bloat, how to keep low-lag
             | player interaction when you want to force as close to a
             | pure server-dominant state decision layer.
             | 
             | I think the tech itself is there just about, but there are
             | some real technical limitations to why it hasn't been done
             | (well) before. I'd love to hear how you are addressing
             | these things.
             | 
             | As for the conversation about the matrix and the metaverse,
             | my conclusion a long time ago was that the real
             | matrix/metaverse will be FOSS. Thats why all these big
             | companies (Meta, Epic, etc) dipping their toe into this
             | admittedly juicy arena are going to fail in their vision.
             | (also one of the reasons why I still have hope for a hacker
             | culture of freedom in the future)
             | 
             | be warned though: with all this censorship they are coming
             | for your game worlds next
        
       | wodenokoto wrote:
       | Is this all rendered models? I honestly thought much of it was
       | just filmed humans. I mean, once they get in the car, it's pretty
       | obvious it's a game, but before that, there were a lot of shots
       | that looked filmed.
        
         | udbhavs wrote:
         | Keanu switches to a CG model at 1:39, then the one in the
         | mirror at 1:56 is real again.
        
         | pacifika wrote:
         | > The demo has two parts. The first is a narrative sequence
         | that doesn't respond to button taps, and it opens with a
         | digital facsimile of actor Keanu Reeves--not playing a
         | character, just Keanu being Keanu--remarking on The Matrix. He
         | strolls through moments from the first film while pondering the
         | original trilogy's questions about what is and isn't real.
         | (Every time he passes a mirror, the bearded, long-haired Reeves
         | who appears in it is video footage; otherwise, he's all
         | digital. This article doesn't include any real-life Keanu.)
         | Soon after, a digital facsimile of his Matrix co-star Carrie-
         | Anne Moss appears--she only appears as a digital avatar, never
         | as filmed footage--and their conversation eventually warps into
         | a car chase.
         | 
         | https://arstechnica.com/gaming/2021/12/the-matrix-awakens-is...
        
           | byproxy wrote:
           | This seems to bolster the theory that _The Matrix:
           | Resurrections_ will be pretty meta and about Keanu Reeves
           | "being in" (i.e. acting in) _The Matrix_.
        
         | alexhjones wrote:
         | I think until it has the Xbox/PS5 logo at the bottom it looks
         | filmed as an intro to the actual demo.
        
           | [deleted]
        
           | lm28469 wrote:
           | Probably not, the body animations from 1:40 look very
           | unnatural to me, the scene at 2:05 looks worse than in the
           | original movie and more like a ps4 game
        
         | hnbad wrote:
         | In the sequences prior to the car I think it's most obvious by
         | looking at the eyes. Especially the wrinkles have an odd "glow"
         | to them. I think they may have recreated all the sequences that
         | look like they were taken out of the movie but it's hard to
         | tell because many of them are shown on screens with a filter.
         | 
         | Honestly, after reading that supposedly some of the shots of
         | current age Keanu are not rendered but real, I'm wondering if
         | that's even true though. Maybe the odd appearance of the eyes
         | is an artefact of the lighting of the all white room.
        
       | po1nter wrote:
       | Any reason the demo isn't available on PC?
        
         | MikusR wrote:
         | Epic is a tiny indy company. They don't have the resources. Or
         | parts of the demo are prerendered and on PC it's easier to
         | discover that.
        
           | tempoponet wrote:
           | Epic is worth almost $30b. They make the largest 3d engine
           | and own Fortnite, a franchise worth billions on its own. They
           | have their own game marketplace. Their legal team is squaring
           | against Apple. They've got more resources than a tiny indy
           | shop these days.
        
         | libertine wrote:
         | Probably for Marketing reasons.
        
           | brundolf wrote:
           | Probably also makes for a more predictable experience; you
           | don't want to show off your shiny new engine and have a
           | subset of people getting a poor experience because of their
           | varied hardware (which I guess is also a marketing reason)
        
       | kingcharles wrote:
       | Just to show how far we've come, here is Spacewar (1963) running
       | on a PDP-1:
       | 
       | https://youtu.be/1EWQYAfuMYw?t=780
        
       | WithinReason wrote:
       | At this point the main thing I see missing to achieve more
       | realism are better physics, global illumination and better facial
       | animations. Models/textures are already there.
        
         | Tajnymag wrote:
         | Facial animations seemed fine for me. What got me off was
         | surprisingly the body animations. When Keanu and Carrie-Anne
         | were walking and doing hand gestures, it felt really strange.
         | Too smooth.
        
           | mrweasel wrote:
           | A little later in the video where another character is
           | walking, the butt motion is really weird. It's like someone
           | decided that "her butt will wiggle, regardless of realism".
        
             | drcongo wrote:
             | That bit jumped out at me too.
        
             | dsign wrote:
             | Yes, hers is in fact the only one wiggling.
        
           | dkdbejwi383 wrote:
           | It's the small imperfections that give things away. Before,
           | it was textures that were too perfectly smooth. These days we
           | can make things look a bit more realistically imperfect.
           | 
           | Now, it's animations that are too perfect, as you've pointed
           | out. Even a perfectly trained athlete or ballet dancer still
           | moves in slightly irregular and imperfect ways.
        
             | ddnb wrote:
             | People gliding over the ground is a huge giveaway as well,
             | when you walk past someone else your feet don't slide to
             | the right while you are still walking straight ahead, your
             | movement changes.
        
         | jjcm wrote:
         | One thing I find missing with facial animations often is blood
         | flow under the skin. Skin often looks plastic because it
         | doesn't change hue with pressure changes. An example of this
         | would be firmly pressing your lips together - they'll go a
         | shade lighter due to the pressure causing the blood to flow out
         | of the lips. These things are almost imperceptible, but they go
         | a long way to making something look alive.
        
         | lostgame wrote:
         | Animation is the next frontier.
         | 
         | In this demo, most still frames could often easily be confused
         | with a still frame from one of the films. Blown away, there.
         | You're so right about the lighting, models and textures being
         | virtually indistinguishable.
         | 
         | However - in motion, the effect is completely broken - only
         | every few seconds - but enough to push it into uncanny valley
         | territory.
         | 
         | I notice Nirobi (? sic, the Jada-Pinkett Smith's character) in
         | the backseat seemed to be the most offensive in terms of
         | unnatural animation.
         | 
         | I'm guessing - I'm hoping - ML models could be of tremendous
         | use in terms of improving animation in video games? The problem
         | is always that it is too unnaturally smooth. People just don't
         | move like that.
         | 
         | Just as we got texture detail to the point of perfection of the
         | unnatural - pores on the face, etc - we need to get animation
         | to the perfection of the unnatural.
         | 
         | Even freaking same with the camera. After getting used to VR,
         | the weirdly static, linear, unnatural camera movements in
         | regular console games have aged like milk. Not sure why we are
         | still treating cameras in 3D like it's 2001.
        
         | majani wrote:
         | At some point we're gonna need some type of non-profit, open
         | source company that develops massive asset packs for game
         | engines in order to move the industry forward significantly.
         | Companies are wasting a lot of money re-inventing assets from
         | the ground up for every triple A game.
        
           | urbdbdkxkd wrote:
           | I think this idiot is saying artists should work for free so
           | game publishers can make more money in the same way that
           | thousands (millions?) of devs donate their time to make VCs
           | richer by working on open source projects. No thanks. Need to
           | eat. If you want to use my assets so you can make money
           | selling your game then you can pay me.
        
           | native_samples wrote:
           | It exists already. UE5 is integrated with Quixel MegaScans.
           | Quixel is a company Epic acquired that does photogrammetry
           | i.e. scans of real objects to film-quality assets. Like
           | everything UE you can use it for free. You only pay once you
           | have >$1M of revenue.
        
       | aasasd wrote:
       | Doesn't UE have a history of showing capabilities in tech demos
       | that turn out to not be or not be used in games?
        
         | micromacrofoot wrote:
         | Yes... but I'm not sure if it's due to misuse of tech demos, or
         | the misunderstanding of what they are (maybe both?).
         | 
         | Tech demos are kind of like concept cars. They're a glimpse of
         | what's possible, but not necessarily practical.
        
       | mkoryak wrote:
       | This is why I don't play video games, and it happens to be the
       | same reason I have never tried cocaine.
       | 
       | I don't know how kids these days can have access to games like
       | these and still want to do anything else, like go outside, or do
       | homework.
        
         | RantyDave wrote:
         | Because it's a technically impressive "dragons lair".
         | Ultimately, the game is selecting which circle you're shooting
         | at and pressing the button. I'm not saying that this is the
         | only game you can write with this engine, but as art costs go
         | up, so the experience necessarily becomes more prescribed.
        
         | coolspot wrote:
         | Cocaine actually makes you want to do something, so
         | videogames/TikTok/Instagram are worse in this regard.
        
       | Jeff_Brown wrote:
       | Al that work to be realistic, and then these ridiculous one-
       | linere like "I thought you'd never ask" and "you boys'll get a
       | kick out of this". You'd think with all the money they're
       | spending on visuals they could afford a screenwriter or two.
        
         | gavinray wrote:
         | I'm not sure why they don't just hire voice actors and ask them
         | to naturally respond to the situation while watching the video,
         | with a set of target phrases.
         | 
         |  _" Say something to the effect of this, when this thing
         | happens on screen, but phrase it however you like."_
         | 
         | Visually stunning, but no matter how realistic it is, you're
         | killing the chance of enjoying it because you go "Nobody would
         | say that", and it also doesn't sound natural.
         | 
         | This is why I enjoyed the Fallout games so much. Even the
         | earlier ones like 3 and New Vegas that weren't realistic
         | looking had fantastic, believable dialogue.
        
         | paxys wrote:
         | This is a tech demo. They aren't getting A-list writers or
         | voice actors to spend their time on it.
        
         | donohoe wrote:
         | Yeah. I thought the "you boys'll get a kick out of this" was a
         | miss for any woman or trans gamer.
        
           | Mandelmus wrote:
           | It was directed at the all-male agents, no?
        
           | gavinray wrote:
           | I interpreted that line as directed towards the Agents, who
           | are all men.
        
       | [deleted]
        
       | samsolomon wrote:
       | There was a Half-Life mod called The Specialists that I played
       | ages ago. It was a Matrix-inspired arena shooter. There was only
       | one map, but it was well done and I got a tremendous amount of
       | gameplay out of it. The bullet timing mechanic was wild. At the
       | time I'd never seen something like that in a multiplayer game.
       | 
       | https://www.moddb.com/mods/the-specialists
       | 
       | I was kind of hoping this demo would include something similar,
       | but this looks more like a cinematic than anything. Then again
       | I'm too old to play games like that now. Civilization and Railway
       | Empire are more my speed.
       | 
       | EDIT: Here's a gameplay video if you're interested.
       | 
       | https://www.youtube.com/watch?v=V8V4IQlb0zc
        
         | keraf wrote:
         | This mod reminds me of Double Action: Boogalo [0]. Good fun
         | with friends, especially at LAN parties.
         | 
         | [0]
         | https://store.steampowered.com/app/317360/Double_Action_Boog...
        
         | DHPersonal wrote:
         | There eventually were many maps in the game. The lobby one
         | might be the best for role playing The Matrix, but the game
         | also had Castor Troy as a player model so the theme was a bit
         | more broad.
         | 
         | This was one of my favorite games for a while. I was part of a
         | "clan" and played tournament games -- even made my own website
         | for the whole thing. It sucked up a lot of my time for a summer
         | or two.
         | 
         | https://youtu.be/adtMJly42hg
        
         | johnchristopher wrote:
         | Such great memories. I don't know if youth of today feel the
         | same things when playing overwatch/minecraft/fortnite.
        
           | tobyjsullivan wrote:
           | They will most certainly feel the same nostalgia for those
           | games, if that's what you mean.
           | 
           | I can only find reference articles about music but I'm sure
           | it's all the same.
           | https://slate.com/technology/2014/08/musical-nostalgia-
           | the-p...
        
             | johnchristopher wrote:
             | They will feel nostalgia but I don't think playing the
             | specialists, a niche mod for a pastime at that time, is the
             | same as playing fortnite, an heavily marketed locked-up
             | game with a world audience.
        
       | wly_cdgr wrote:
       | Very cool, but will it run Geometry Wars 4?
        
       | shireboy wrote:
       | I mean, it's amazing and all, but "uncanny valley" is still there
       | with facial expressions.
        
         | icoder wrote:
         | I agree it's still there, but to me this demo's nearing the end
         | of the valley, way past the deepest point.
        
       | sloucher wrote:
       | Graphics look great, but gameplay looks dull. Same tired old
       | stuff, shooting at prettier targets (none of which can shoot
       | straight other than when the plot calls for it).
        
         | pindab0ter wrote:
         | It's a tech demo.
        
       | greenail wrote:
       | i think many will pick the blue pill and waste much time in the
       | matrix.
        
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