[HN Gopher] The Matrix Is Unreal
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       The Matrix Is Unreal
        
       Author : vblanco
       Score  : 85 points
       Date   : 2021-12-12 21:14 UTC (1 hours ago)
        
 (HTM) web link (www.fxguide.com)
 (TXT) w3m dump (www.fxguide.com)
        
       | dash2 wrote:
       | Meh, these guys are still stuck in the uncanny valley.
       | 
       | Objects are often absolutely beautiful and realistic, but
       | interactions between objects are ridiculous. Some of this is
       | probably just "not enough processing power", but it is also due
       | to where the rendering bumps up against the primitive controls.
       | For example, you have a very realistic human. But then the human
       | walks against an object, and she does this standard video game 0
       | mph duck-walk. Part of the problem here is that real humans don't
       | bash into walls. So how do you realistically represent that, when
       | in fact it's just Johnny pressing forward on his controller?
        
         | agumonkey wrote:
         | To be fair, old~ Keanu Reeves made my brain hurt .. because I
         | was lost and not sure if there was a shift between model and
         | live footage at some point. Only the gait gave it a too
         | unnatural aspect.
        
         | tejohnso wrote:
         | > the human walks against an object, and she does this standard
         | video game 0 mph duck-walk
         | 
         | Is that really part of what uncanny valley represents now? I
         | feel like we're moving the goal posts. Fifteen years ago the
         | characters really could be uncanny and disturbing. I don't get
         | that anymore. I feel like it's very close to real, but not
         | real. However, it's in no way off-putting or weirdly creepy.
        
           | gmadsen wrote:
           | uncanny valley naturally changes goal posts. It has for the
           | past 60 years
        
           | 3np wrote:
           | I get the uncanney-valley feel just from the face stills.
        
         | bick_nyers wrote:
         | There's not a whole lot of good physics libraries to run on
         | GPUs just yet, and lots of the physics you would want can
         | absolutely eat up 16-64 cores of a CPU to get a somewhat decent
         | frame rate with high realism.
         | 
         | Similar to ray-tracing, where you get great realism, but it is
         | just an absolute resource hog. The number of vertices in soft-
         | body physics animations come to mind. The real world has curves
         | and deformations, and hair, with millions of strands, that each
         | need tens or hundreds of physics-enabled vertices to look ultra
         | realistic. Walking through a city, you might have 100 NPCs on
         | the screen at once, who all have hair.
         | 
         | You simply need so much freaking compute power to pull this
         | stuff off, I can't wait to see what it looks like in 10-20
         | years.
        
         | Stevvo wrote:
         | Movement is usually more in service to game design goals than
         | realism but it's a solved problem with many different
         | approaches from _Mirror 's Edge_ to _Death Stranding_
        
         | ardit33 wrote:
         | The city feel is perfect though. It is just the
         | interactions/movements of some of the characters.
         | 
         | Also the acceleration of people and cars feels still too
         | artificial. It is not the looks, but the physics that are still
         | full on the uncanny valley.
         | 
         | I think as graphics get more and more realistic looks wise,
         | game designers need to slow down the game, and make it feel
         | more real.
         | 
         | One of my favorite car chases is from the movie Ronin. It feels
         | extremely real, like you are there, as they didn't use any
         | outlandish effects, but kept it grounded on how a real car
         | chase would feel.
         | 
         | https://youtu.be/2m-ofGDLNlM?t=61
         | 
         | https://www.youtube.com/watch?v=F0_UqwsYoGY
        
           | sosborn wrote:
           | Spot on about the physics. For me, the thing that really
           | gives it away in the white room is Keanu's hair. The way it
           | moves it just off.
           | 
           | Super impressive demo though.
        
             | e12e wrote:
             | Also body language. Especially Keanu's right hand/arm.
        
           | l33tman wrote:
           | To be fair, the Ronin car chases (and a lot of similar)
           | exploit camera angles and FOVs to make a slow moving car feel
           | fast. So they are not as realistic as you think either..
        
         | i_like_apis wrote:
         | Watching the demo I thought the biggest part of the uncanny
         | valley aspect of the characters was the lack of spine flexion.
         | Every character walks like they're having lumbar spine spasms.
         | 
         | Aside from the motion though they look incredible.
        
         | rightbyte wrote:
         | > Part of the problem here is that real humans don't bash into
         | walls. So how do you realistically represent that, when in fact
         | it's just Johnny pressing forward on his controller?
         | 
         | You could animate that as hugging the wall, leaning against it
         | or something, instead of a 0mph walk.
        
         | dTal wrote:
         | > Part of the problem here is that real humans don't bash into
         | walls. So how do you realistically represent that, when in fact
         | it's just Johnny pressing forward on his controller?
         | 
         | That doesn't seem like much of a theoretical obstacle to me.
         | The primitive controls only signal intent - you don't have to
         | animate the human shuffling against the wall, you can just not
         | move. The controller should be like whispering into the
         | avatar's ear, not QWOP.
         | 
         | Or if you _do_ want to grant the player lower-level physical
         | control, you can have the human actually collide realistically
         | with the wall. After all, people _do_ bash into walls, just not
         | commonly. You can even make them bump their head, and take
         | damage.
        
         | Pulcinella wrote:
         | Yeah having actually played it you run into this immediately.
         | NPC cars will deform in a crash, but a street lamp will bring
         | your car to an immediate stop.
         | 
         | That's far from an unsolvable problem though, and this is a
         | graphical tech demo, not a full game with the associated staff,
         | budget, time, etc.
         | 
         | The Demon's Souls remake (which I think actually looks nicer)
         | has tons of destructible boxes, tables, stone work, etc (the
         | original had much of this as well). I'm more interested high
         | graphical fidelity being used in these smaller, authored spaces
         | than in massive, often empty open worlds.
        
         | l33tman wrote:
         | I'm a game dev and I spent a lot of time trying to merge the
         | physics system with the player character (PC) control. You
         | basically have the options of letting the player controls try
         | to physically manipulate the PC by inserting forces, or
         | skipping physics entirely for the PC and implement something
         | separate ad hoc.
         | 
         | I spent a lot of time on both and read a lot about the issue,
         | and most end up skipping physics on the PC, because it just
         | feels worse controlling it realistically. This might be because
         | we're used to that though. Anyway after all, you're making a
         | game and games have to be fun to play.
        
           | Koshkin wrote:
           | I used to be a game dev, and the goal always was to create an
           | illusion; physics and whatnot was actually used primarily in
           | order to save the effort, and I, too, thought that quality
           | suffered and things would come out less fun that way.
        
         | ec109685 wrote:
         | Yeah, they look to much like mannequins in the YouTube trailer
         | video.
        
         | [deleted]
        
         | gentleman11 wrote:
         | A lot of newer, fancier cg in movies and games is deep in the
         | uncanny valley for me. I can't watch/play for more than 15
         | minutes without realizing I'm in a game that doesn't look
         | right, it's distracting.
         | 
         | I suppose the tech can't get across the valley without first
         | passing through it
        
           | forrestthewoods wrote:
           | > A lot of newer, fancier cg in movies and games is deep in
           | the uncanny valley for me.
           | 
           | There's a lot of uncanny CGI in modern movies. There's also a
           | lot of CGI that is so perfectly realistic you have no idea it
           | isn't real. This is usually more environmental and less
           | characters.
           | 
           | If the tech gets past the uncanny valley then you'll never
           | know. This is basically true by definition. :)
        
           | nix23 wrote:
           | No they are just getting cheaper with their CGI...not better,
           | i would bet that if someone would invest the money and time
           | as they did in the 90-00 we would be absolutely astonished.
        
             | [deleted]
        
         | flohofwoe wrote:
         | I think it's mostly about where the team puts their attention
         | and how to make the best use of the finite production time and
         | budget. Such demos (or games in general) are like fractals, an
         | infinite amount of people can spend an infinite amount of time
         | getting every little detail right and still not cover
         | everything.
         | 
         | E.g. the goal was probably to show off the new Nanite and Lumen
         | rendering features, and probably MetaHuman for the main
         | character faces and facial animations. At some point you have
         | to say "ok, we focus on this stuff, and accept compromises for
         | other things". If the team's goal would have been to create the
         | best crowd simulation or environment interaction ever, they
         | would probably have achieved this, but at the cost of other
         | things.
        
         | KennyBlanken wrote:
         | The model for Keanu looks spot on.
         | 
         | Carrie Anne Moss, who on-camera looks stunning for her
         | age....looks like she aged at least twenty years and her head
         | was stretched, almost like they got the aspect ratio settings
         | wrong. She's almost unrecognizable.
         | 
         | When they're in the car and the camera pans back to "IO" in the
         | back seat, I felt like I was watching Who Framed Neo Rabbit.
        
         | egypturnash wrote:
         | I feel like you could probably realistically represent "people
         | don't just walk into walls" by having invisible walls around
         | everything, at a sensible offset, and do some other tweaking -
         | if I guide a character down a corridor at a weird angle, they
         | should just sort of casually turn to mostly align with the
         | direction of the corridor. There are probably many, many
         | special cases that need to be exceptions to this and figuring
         | out the Right Thing to do in each of them may be an insanely
         | complex task.
         | 
         | I seem to recall the game "Bound", where you guided a low-poly
         | ballerina through fairly abstract levels, had a really nice
         | solution to "people don't bash into walls": if you tried to
         | guide your character into a wall, she'd just start doing some
         | stretches against it, which feels pretty accurate given how I
         | tend to behave when I'm attending dance classes regularly. :)
         | 
         | Other characters might do different things; a mopey teen might
         | slouch against the wall, a gun-haver might press against it and
         | peer to the side, looking for cover, etc.
         | 
         | Obvious reasons not to do this start with "oh great, one more
         | thing to add to the character state machine and debug" and "oh
         | great, a few more animations to fit into the budget". Maybe
         | also "it stops feeling like you're controlling the character".
         | Someone whose day job is video games probably has at least a
         | dozen more reasons, possibly even stories from when they tried
         | it and abandoned it.
        
       | draw_down wrote:
       | It's interesting that there is apparently no effort to render or
       | generate voice/audio, only optics.
        
       | beebeepka wrote:
       | I spent 30 minutes watching YouTube footage with my wife
       | yesterday. It is absolutely incredible.
       | 
       | I suspect they used this technology to make the movie, or parts
       | of it. Why else would this be made?
        
       | Arubis wrote:
       | This writeup is unsubtle in being a puff piece. The demoed tech
       | is very impressive! Individual stills taken from the video are
       | pretty convincing.
       | 
       | The motion version definitely still exhibits uncanny valley,
       | though--lights that are too hard on flesh, tightness and
       | sharpness where there should be softness. That I have to resort
       | to hand-wavey descriptors is cool; they're getting close! But
       | crossing uncanny valley is HARD.
       | 
       | What this demo convinces me of is not that we're there; we are
       | not. Claiming that we are is disingenuous, and makes me distrust
       | the claimant. But it makes apparent that we will get there. And
       | that's impressive.
        
       | Severian wrote:
       | Ok, I was under the impression that the white room scenes were a
       | mix of filmed and digital assets, not 100% renders. In this
       | context it is very impressive. The later scenes are very good,
       | but in as others put it still in that uncanny valley area. We are
       | on the up-slope however!
        
         | thefourthchime wrote:
         | That 3d Keanu in the white room had me fooled, the hair, the
         | skin, the clothes are bang on. I read it did "4d scanning". So
         | am I to assume the hair and clothes motion capture are part of
         | the scan?
        
       | twobitshifter wrote:
       | It's notable that they mention the problems de-aging Keanu which
       | really contrasts to the "Keanu is immortal" meme from a few years
       | back. I guess age finally caught up to him.
        
       | Taniwha wrote:
       | At what level of reality does it become a warcrime to turn it
       | off?
        
         | Arubis wrote:
         | Irrelevant in terms of appearances, I think? It's not a crime
         | to delete a captured video of a person. That discussion is more
         | about underlaying AI, which isn't involved in this demo.
        
         | tejohnso wrote:
         | Maybe when you have actual consciousnesses hooked up to it that
         | would die without it.
        
           | 2bitlobster wrote:
           | "Actual consciousnesses" defined as...?
        
       | d--b wrote:
       | Well since the PS4, poor animation has been a way bigger problem
       | than rendering...
        
       | kasperni wrote:
       | Here is a link to the demo on youtube
       | https://www.youtube.com/watch?v=WU0gvPcc3jQ for those who haven't
       | got a box PS5/Xbox
        
       | zokier wrote:
       | I think the demo could have been more effective if the non-
       | realtime elements were indicated more clearly; as-is people got
       | confused what was realtime and what was just pre-recorded. I
       | suppose that was kinda the point, but without any sort of reveal
       | the effect gets lost. I don't know if the console demo had the
       | option to switch to "nanite view" at any point, or just in the
       | "gameplay" section, if it does then I guess that would help with
       | the situation.
        
       | throwawaysea wrote:
       | I know there are companies using virtual models to showcase
       | clothing. Is replacing actors and actresses next? In some ways I
       | don't mind it, and decentralizing away from celebrity culture may
       | even be a societal good. But I feel like some experiences are
       | better off organic. Is there any point to appreciating - as an
       | example - ballet performed by a virtual dancer with unrealistic
       | athleticism? Will sports matter? Should they? I am not sure how
       | things will play out but I expect all these norms to be
       | challenged in the next 50 years.
        
         | mantaraygun wrote:
         | > _decentralizing away from celebrity culture may even be a
         | societal good._
         | 
         | I agree, but I don't think that's likely to happen. More
         | likely, I think, is that established celebrities start
         | licensing out their likenesses and remain celebrities for far
         | longer than their natural lifespans would otherwise permit.
         | Instead of celebrities aging out and making room for new
         | celebrities, they'll stay in the game longer, maybe
         | indefinitely, and continue to grow their personal brand.
        
         | Koshkin wrote:
         | Whatever... It's just you'll never be even expected to trust
         | your own eyes anymore, unless you peer right into the _real_
         | world.
        
           | majkinetor wrote:
           | Define real ...
        
       | obblekk wrote:
       | Deepfakes might not even be relevant soon.
        
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