[HN Gopher] Amsterdam looks incredibly realistic in the new Call...
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       Amsterdam looks incredibly realistic in the new Call of Duty
        
       Author : doener
       Score  : 433 points
       Date   : 2022-10-22 05:51 UTC (17 hours ago)
        
 (HTM) web link (twitter.com)
 (TXT) w3m dump (twitter.com)
        
       | anthk wrote:
       | No. Not even close to the raytraced images from 2003 with PovRay.
       | This is nothing close. Even an RTX GPU in not enough to what
       | we've seen as photorealistic.
        
       | MarkusWandel wrote:
       | Not a gamer, and I've never been impressed beyond the "whoa, cool
       | tech" thing in game videos. But this is good enough that I'd
       | watch a feature movie rendered like this, no problem. It draws me
       | in.
       | 
       | Someone once said that virtual reality will never look right
       | "until you put some dirt in it". And that's just it. They've
       | recreated the irrelevant clutter that goes along with real life
       | and that's what makes it look right.
        
       | 3qz wrote:
       | It looks very good but in 10 years everyone will think it looks
       | awful. Remember when people thought Skyrim on Xbox 360 was good
       | looking? lmao
        
       | muhammadusman wrote:
       | I was in Amseterdam last week and seeing this in the game really
       | impressed me!
        
       | etempleton wrote:
       | Call of Duty is interesting because, despite how you might feel
       | about the gameplay at this point, it is one of the few games
       | really pushing things forward graphically. Games that operate at
       | this budget level have just become incredibly rare. Sony first-
       | party games, CoD, CD Projekt, Rockstar, and honestly not much
       | else.
       | 
       | The visual fidelity here is really incredible. Some elements,
       | such as animations and water look bad by comparison, but it is
       | still impressive.
        
       | grogenaut wrote:
       | the water decals from the boat are totally out of place for a
       | boat moving at that speed and are obviously decals landing on the
       | water texture... the people look soft focus and rounder than
       | normal folks. The skin texture is really flat/matte. And that's
       | from watching for 10 seconds and typing. It looks really good
       | from the postage stamp sized video on the twitter feed. It looked
       | like a game when I went full screen. Still not bad. Is the story
       | still terrible and just mini-game after mini-game with endless
       | waves of baddies till you push a volume trigger like their last
       | well every single game?
        
       | Timja wrote:
       | How much freedom does the player have in this type of game?
       | 
       | From watching these videos it seems like the player does not
       | influence the story at all?
       | 
       | What if you jump into the river for example? Would you be able to
       | swim around in it? Would bystanders be worried about you, call
       | the police, the police would come and get you out of the water
       | etc?
       | 
       | Or would a magic hand keep you from jumping into the water and
       | you have to stay very closely on track to the scripted story?
        
         | zarzavat wrote:
         | It's Call of Duty so there is a linear singleplayer that is
         | like an interactive movie, and then an online multiplayer which
         | is the part that people actually play.
        
         | Tiktaalik wrote:
         | about zero in CoD
        
         | capableweb wrote:
         | The campaign in Call of Duty is not a open world campaign where
         | you get to do whatever you want and the environment reacts
         | appropriately in most situations. It's basically a interactive
         | movie where you get to practice sneaking and shooting
         | sometimes, in the style of a Michael Bay movie.
         | 
         | Expecting what you write about in the third paragraph is a
         | misunderstanding of what the game is trying to be.
        
       | rogual wrote:
       | This is exactly as realistic as I remember Half-Life 2 looking
       | when it was first shown. There definitely seems to be a "hedonic
       | treadmill"-style effect for realism.
       | 
       | Also, I gather Call of Duty is a shootyman game so players will
       | presumably be murdering these realistic people in great detail?
        
       | nnopepe wrote:
       | kinda weird to see US demographics superimposed over amsterdam.
       | Couldn't spot a single blonde/redhead
        
         | GekkePrutser wrote:
         | The area in question is super touristy so that's not too weird
         | :)
         | 
         | The lack of cyclists passing through is weirder IMO.
        
           | [deleted]
        
       | cloudking wrote:
       | You think that's cool? Try the Matrix UE5 demo on PS5
       | https://youtu.be/WU0gvPcc3jQ
        
         | ricardobayes wrote:
         | That's insane
        
           | tgv wrote:
           | That's really levels beyond that CoD trailer. The characters
           | are much more realistic, too. Neo's face has a bit of a
           | photoshoppy look, and the black girl's gait looks a bit
           | stiff, but the rest is phenomenal.
        
             | vl wrote:
             | The most interesting part is at the end, where they show
             | engine features, but at the same time they character is
             | walking through the streets and you can see character
             | animation and lighting is off. My guess faces/motion in the
             | middle of the demo are pre-animated.
        
       | trgn wrote:
       | Looks fantastic.
       | 
       | Dumb question, but this is an intro it seems. It's not going to
       | have gamers shoot machine guns FPS-style through these street
       | right? Right?
        
         | hazebooth wrote:
         | [spoilers ahead]
         | 
         | Thankfully, this is not like the "No Russian" mission in the
         | original Modern Warfare 2. Instead, you're tasked with
         | intercepting a known terrorist, and have to protect yourself
         | against the cartel. You will be punished for harming anyone
         | that isn't part of the cartel.
        
           | trgn wrote:
           | Thank you, that's a relief indeed :)
        
       | smcleod wrote:
       | It looks really fake to me. Flat looking textures, poor lighting,
       | awkward looking characters?
        
       | Bakary wrote:
       | I find this amazing, but I wouldn't want to play a game with
       | graphics that are too realistic because reality has an ugly tinge
        
         | abraxas wrote:
         | Yes, those games with realistic graphics mostly resemble
         | American gang violence movies. Not sure who enjoys this kind of
         | ambiance.
         | 
         | I'm glad the indie game scene is as vibrant as ever because in
         | the early 2000s the urban ghetto simulators was all that there
         | was.
        
           | Bakary wrote:
           | One analogy I could make is photorealistic pencil drawings of
           | the Joker or other pop culture characters. It takes
           | astounding skill, and you sound like a dick for being
           | critical of the author, but the end result seems...
           | pointless, somehow?
        
       | rafaelBG wrote:
       | Was it done using Unreal Engine 5?
        
         | Narishma wrote:
         | No, they have their own engine.
        
       | mmzeeman wrote:
       | It looks incredible. But there is one really big omission. Where
       | are the cyclists? Where they to difficult to model?
        
       | haxorito wrote:
       | I don't see anything super impressive that could be attributed to
       | CoD developers. I think most of this really advances in hardware
       | that allows more lighting, higher quality textures and more
       | polygons. But even with all of that, this isn't looking
       | incredibly realistic. There are games and engines that done it
       | little more convincing
        
         | TheAngush wrote:
         | > I don't see anything super impressive that could be
         | attributed to CoD developers. I think most of this really
         | advances in hardware that allows more lighting, higher quality
         | textures and more polygons.
         | 
         | Who do you think is making the lighting, textures, and
         | polygons? Who do you think is coding the engine for it?
        
         | denysvitali wrote:
         | Compare it with Zuckerberg's Metaverse:
         | https://i0.wp.com/mustanid.net/wp-content/uploads/2022/10/Ma...
        
           | charcircuit wrote:
           | What is the point of comparing it with Horizon Worlds? The
           | games have a different art style, have access to a different
           | amount of compute power, and are targeting different frame
           | rates and resolutions.
        
           | synu wrote:
           | This looks like a 2002 Nintendo GameCube release called like
           | "World Baby"
           | 
           | (Credit
           | https://twitter.com/cd_hooks/status/1559665074868031490)
        
       | dash2 wrote:
       | Very realistic. Unfortunately Price's English accent is not so
       | realistic, being more from chim-chim-churree/Big Vern territory
       | [1]. Not shoer people talk lahk vat in Sarf Lahndahn any mawwah,
       | squire bruv guvnah.
       | 
       | [1]
       | https://twitter.com/byramb/status/1326098732501381120?lang=z...
        
       | m348e912 wrote:
       | Seems like game developers have gotten car racing and general
       | environmental rendering figured out. There has been times where I
       | truly couldn't tell whether game play footage it was real video
       | or rendered. That all ends when characters enter the picture.
       | Anything "living" just seems off, whether it's a human or even a
       | dog.
       | 
       | Why can't video game use actors to model movement and looks and
       | then extrapolate from there? Maybe they do already, it's just not
       | very convincing.
        
         | kingkawn wrote:
         | Because it's cheaper to make bad dolls than do motion capture
         | for everything
        
       | mastax wrote:
       | I feel for all those game devs, making something realistic is a
       | lot of work but it's hard to be impressed. Something has to be
       | hyper-real to compete with reality; it's why over-saturated
       | images are so common, a more realistic rendition just doesn't
       | capture it.
       | 
       | I just finished Horizon: Forbidden West, and the more fantastical
       | setting let the devs stretch their legs. (Coincidentally,
       | Guerilla Games are from Amsterdam). Few moments of that game
       | aren't jaw-droppingly beautiful. I frequently heard my companions
       | "can we go now" dialog lines because I was crouched down staring
       | at the moss. And I played half the game at 720p30 MPEG compressed
       | with PS Remote Play because I didn't want to take over the TV.
       | When I moved the ps5 to my desk it was like seeing it again for
       | the first time.
        
       | freecodyx wrote:
       | Everything is perfect even better than real life. But still
       | humans are still far from being looking natural, they always look
       | like a balloon to me. Something is always off when it comes to
       | simulating humans, the eyes movements, body
        
       | mysterydip wrote:
       | "Well boss, looks like the team will need another couple weeks
       | vaca-- er, research in Amsterdam. We don't have everything quite
       | realistic enough yet."
        
         | GekkePrutser wrote:
         | Considering they picked the red light district I assume they
         | are not done with their 'research' :)
        
           | fit2rule wrote:
        
       | denysvitali wrote:
       | I've submitted the video yesterday here on HN:
       | https://news.ycombinator.com/item?id=33292230
       | 
       | Sadly it was ignored. The graphics are really impressive!
        
         | achow wrote:
         | Thanks this is much better link, gives more footage.
         | 
         | Link: https://www.youtube.com/watch?v=X_LlSR6-ibA
        
         | replygirl wrote:
         | :cookie:
        
       | seydor wrote:
       | Pity that most games are not available as open social worlds that
       | you can use in VR
        
       | Tiktaalik wrote:
       | Unfortunately this level of fidelity relies on the user having
       | effectively zero agency or ability to do anything or move
       | anywhere outside of the tight boundaries of this area.
       | 
       | Still impressive! But probably not terribly compelling for
       | anything other than pure looks.
        
         | tsol wrote:
         | Yep. Making this environment fully interactive would be an
         | entirely new task to accomplish. The game only allows you to
         | stick to the script, which for CoD is appropriate. But
         | developing a MMORPG like a Skyrim, where the environment is
         | meant to be fully interactive, would be exponentially more
         | complex. I'm sure it's just a matter of time though
        
       | endisneigh wrote:
       | Though it does look great, i wish more games focused on actually
       | being fun to play instead of having long cut scenes and micro
       | transactions.
       | 
       | Ironically other than the fact that you have to pay per game and
       | that you're often forced to die, I prefer arcade games. They
       | generally minimize friction to play
       | 
       | edit: to clarify, I mean games with good graphics specifically.
       | There are many great games (especially indie) out there.
        
         | bmurphy1976 wrote:
         | Play some soulsborne games. They look great (even if they
         | aren't the very best graphics possible) and play great. Very
         | rewarding. I just finished my first Elden Ring run @ 200 hours
         | play time and I'm back playing Dark Souls 3 (yet again).
        
         | wongarsu wrote:
         | Gameplay innovation is risky. But if you spend a lot of money
         | on looking good you don't want to risk that investment, so you
         | just copy the gameplay of your last popular game, maybe with a
         | new gameplay element from a competitors game
        
           | unicornmama wrote:
           | We live in the golden age of gameplay innovation. It's never
           | been easier to develop and distribute a game. There is an
           | vast ocean of indie game developers with new games coming out
           | every week! There were 10394 new steam games listed in 2021.
           | That's over 28 new games per day! In 2010 only 349 games came
           | out on the platform.
        
             | [deleted]
        
             | wongarsu wrote:
             | Exactly. There is tons of gameplay innovation. But from
             | cheap(ish) to produce games, not those that pour millions
             | into looking good.
        
           | Retric wrote:
           | Fun has less to do with individual gameplay elements than
           | execution. The balance between weapon types makes a huge
           | difference in FPS games. Chip damage vs recovery mechanics,
           | cover systems vs stealth vs run and gun etc.
           | 
           | Similarly there have been so many health systems in FPS games
           | you don't need to invent something particularly new, but you
           | do need to pick something appropriate to the gameplay. For
           | example in PvE players need to be able to fight waves of
           | enemies but in PvP games nobody wants to stand for 30 seconds
           | firing at a bullet sponge.
           | 
           | Puzzle games need interesting puzzles, racing games need
           | appropriate tracks, and so forth.
        
         | Rimintil wrote:
         | The campaign for MWII is quite fun, if not one of the best of
         | the series. And the ending cutscene is incredible!
        
         | Semaphor wrote:
         | > I wish more games focused on actually being fun to play
         | instead of having long cut scenes and micro transactions.
         | 
         | IME games do. But then I also don't play any shooters.
        
         | lossolo wrote:
         | Have you played Detroit: Become Human? Graphics there is mind
         | blowing on ultra settings in 4k and story is great, one of the
         | best games I've played in the last few years and I'm super
         | picky and don't play games without good story.
         | 
         | https://www.youtube.com/watch?v=8KV-RNmFuLw
        
         | lghh wrote:
         | How many do you want? There are plying and tons of games like
         | that on steam that release every day.
         | 
         | Paying for lives was the first micro transaction!
        
           | Tade0 wrote:
           | It appears that the easiest way to making micro transactions
           | work and be cost-effective is some kind of vending machine
           | with coupons.
        
         | farias0 wrote:
         | Nowadays there are games for all tastes being released weekly,
         | the biggest game of the year, Elden Ring, seems exactly what
         | you're looking for. Also try indies like Slay the Spire, Into
         | the Breach and Rollerdrome
        
         | dreen wrote:
         | Well, this is Call of Duty, the Micheal Bay of video games.
        
           | gonzo41 wrote:
           | That is an excellent way of characterizing COD. I play the
           | campaigns pretty much because it's like participating in an
           | action movie and you just kinda get to go along with the ride
           | of it. It's not too tough or defeating (looking at you elden
           | ring.)
           | 
           | I don't really have time for really long games anymore and
           | these are as entertaining as movies IMO.
        
             | dreen wrote:
             | Absolutely, and theres nothing bad or wrong about playing
             | it or watching a Micheal Bay movie. If you like it then
             | great.
             | 
             | Many games seem to transition into more movie-like
             | experience. Assassins Creed games for example, I found at
             | some point I prefer to watch someone play it who cuts out
             | the filler (while providing limited & entertaining
             | commentary) and its just like a movie.
        
       | [deleted]
        
       | kingkawn wrote:
       | These games get more and more detailed yet still feel utterly
       | lifeless.
        
       | ggm wrote:
       | I wish more games, any even, simply provided a "walk around as a
       | tourist" mode. At this fidelity, it's enjoyable. I spent 6 months
       | living in Amsterdam, it brought back memories. A short walk down
       | from here is the back of the Hotel Grand Kraznopolsky. I can
       | smell the weed from "the British bulldog" Cafe as I type.
        
         | gonzo41 wrote:
         | I liked The Division 2 for it's pretty close version of DC for
         | this same reason. Obviously sans societal collapse etc.
        
           | dijit wrote:
           | Woo! I worked on that game.
           | 
           | We actually took GIS data from the real DC and modelled the
           | world. So the map should be very close to accurate.
           | 
           | The Division 1 was handcrafted, so we cut a lot of the world
           | away that wasn't interesting, small alley ways and such.
           | 
           | I can't tell you how happy it makes me to hear that you
           | enjoyed the work that went in.
        
             | [deleted]
        
             | ZeroCool2u wrote:
             | My friends and I spent a good chunk of time playing that
             | game right after we all finished college and moved away for
             | jobs. One of us actually moved to DC and playing The
             | Division 2 actually helped him learn the area! Really fun
             | game, your work is much appreciated!
        
             | solardev wrote:
             | Really enjoyed Division 2! Having visited DC during the
             | Last Administration, your apocalypse was much nicer :)
             | 
             | On the GIS side of things, didn't Ubi team up with some
             | European nonprofit to make other real world locale into
             | games for educational purposes? Can't remember the details,
             | but I used to work for a museum and my boss wanted us to do
             | something like that. And I was like that'd be nice, but
             | we're not Ubi.
             | 
             | It would be awesome to read about your production pipeline,
             | like did you go from drone footage to photogrammetry to
             | dozens of artists manually fixing things, or? Was there
             | much ML involved?
        
               | callahad wrote:
               | > _didn 't Ubi team up with some European nonprofit to
               | make other real world locale into games for educational
               | purposes?_
               | 
               | You're likely thinking of the Discovery Tour line derived
               | from Assassin's Creed. https://www.ubisoft.com/en-
               | gb/game/assassins-creed/discovery...
               | 
               | "[F]reely roam Ancient Greece, Ancient Egypt and the
               | Viking Age to learn more about their history and daily
               | life. Students, teachers, non-gamers, and players can
               | discover these eras at their own pace, or embark on
               | guided tours and stories curated by historians and
               | experts."
        
               | dijit wrote:
               | No ML. We templated some common architecture patterns and
               | placed things in the world.
               | 
               | I wish I could show you our internal demonstrations of
               | it. Basically we would plot the map in snowdrop using
               | GIS, then raise cuboids from the shapes on the map. Then
               | we would manually try to match google street view with
               | something in our template library, and modify the object
               | to match reality.
               | 
               | It was a very manual process, but we based the map on the
               | real thing so distances should be 1:1.
        
               | cronix wrote:
               | I've recently taken up photogrammetry mapping with my
               | drone. I'm quite amazed at the textured 3d output you can
               | get from that by capturing buildings just by flying
               | around them. I imagine it won't be too long that we just
               | fly a drone over a city and entirely map it in 3d with
               | very high resolution and detail. It's accurate to within
               | a few feet unless you use RTK and ground stations which
               | can bring you within centimeter accuracy. Lidar is also
               | making things easier/cheaper.
               | 
               | https://www.youtube.com/watch?v=-vrpKFV0odg
        
               | solardev wrote:
               | Why does every YouTube video start with a loud "WHAT'S
               | GOING ON GUYS!!!" lol
        
               | solardev wrote:
               | That's awesome. The results were terrific and fun. Thanks
               | for your work on that!
        
             | GekkePrutser wrote:
             | Why are small alleyways not interesting in a shooter? Many
             | area to hide. Though perhaps it would stimulate camping,
             | but I wouldn't call them 'not interesting' :)
             | 
             | I didn't find The Division too interesting, just couldn't
             | get into it. I also don't really understand why they keep
             | going on with that Tom Clancy label. The guy's been dead
             | for almost a decade. If they feel the need to badge his
             | name all over it, it feels like it's just B-content and
             | they need to stick such labels on it to sell it.
             | 
             | I think his early books were pretty good but the later
             | series were just drivel IMO. I don't think he even wrote
             | them himself.
        
           | NovemberWhiskey wrote:
           | I live downtown in Manhattan: the "Gangs of New York" update
           | on that title was interesting to play... First thing I did
           | was go find my condo building with a mountain of trash piled
           | up against the door.
           | 
           | Some of the geography has been futzed with for gameplay
           | purposes, which was incredibly confusing as someone who could
           | navigate the area without a map!
        
         | okasaki wrote:
         | I thought Watch Dogs Legion did a pretty good job with London
        
           | ealexhudson wrote:
           | It did an excellent job, and considering the amount that was
           | cut out it was still extremely easy to navigate from the east
           | to west end along entirely recognisable roads.
           | 
           | The pub over the road from Parliament was a bit jarring but
           | understandable.
        
         | prox wrote:
         | I wonder if it can be used in VR mode for people with
         | agoraphobia or social anxiety.
        
           | Sateeshm wrote:
           | Wouldn't simulated environment cause similar anxiety effects?
           | Like I'm very scared of snakes IRL, I'm confident i won't
           | enjoy looking at them in VR either
        
             | prox wrote:
             | The idea is to do this in session with a therapist, or at
             | least under guidance. By exposing yourself safely to a
             | trigger reducing the effects (like a fight or flight
             | response for example)
        
             | revenga99 wrote:
             | I think the purpose is to overcome that anxiety which
             | requires you to be to be exposed. Maybe looking at vr
             | snakes could help you :)
        
           | jimmySixDOF wrote:
           | If anyone is interested I put a list together last year for
           | someone who was looking at VR for public speaking coaching
           | due to social anxiety and not sure what the current state of
           | the art is or where these folks are now other than the web
           | sites are all still up. In no particular order:
           | 
           | https://www.ovationvr.com/ https://virtualspeech.com/
           | https://virtualorator.com/ http://presentationsimulator.com/
        
             | prox wrote:
             | Thank you!
        
         | [deleted]
        
         | polio wrote:
         | GTA IV was my favorite for this. I'd expect this to be hard to
         | achieve since verisimilitude is expensive, but manageable if
         | your character is only going to go down a fixed path.
        
         | TheSmoke wrote:
         | i loved midtown madness because i was able to drive around san
         | francisco. ten years later when i first visited, i was able to
         | recognize many of the landmarks because of the game.
        
           | RunSet wrote:
           | Angel Studios, the developers of Midtown Madness, would
           | eventually be renamed Rockstar San Diego. You might've heard
           | of em.
        
           | jonnybgood wrote:
           | I felt the same with Watch Dogs 2.
        
         | jrimbault wrote:
         | That mode was especially enjoyable in Assassin's Creed Odyssey,
         | walking around a simulation of antique Athene is (for lack of a
         | better word) _something_.
        
           | pr0zac wrote:
           | The natural history museum in Montreal (where ACO was
           | developed) had a mummy/Egypt exhibit and they actually had
           | computers setup with that sim running (pretty sure Ubisoft
           | sponsored the exhibit).
        
         | sph wrote:
         | There's the "walking simulator" genre for that. I didn't care
         | for the story, but I recently played Dear Esther, it's
         | absolutely stunning on a 4K screen.
        
           | dinvlad wrote:
           | Death Stranding is another great example, such a poetic game
        
             | sph wrote:
             | Another one with a terrible story that I absolutely loved.
             | I don't know whether Kojima is a genius or a lunatic, but
             | I'm glad I played his game.
        
           | hairofadog wrote:
           | Good one. Also _Everyone's Gone to the Rapture_ by the same
           | producers.
           | 
           | Not walking simulators but low-key "just sorta look around"
           | games I like: _Gone Home_ and _What Remains of Edith Finch_.
           | 
           | Edit: Corrected the Finch title, thank you!
        
             | mintplant wrote:
             | *What Remains of Edith Finch
        
           | sp332 wrote:
           | The photogrammetry of The Vanishing of Ethan Carter is also
           | impressive to just look at.
        
         | vl wrote:
         | Ironically one of the earlier CoDs had a great semi-stealth
         | mission in Pripyat (Chernobyl). City was modeled so well with
         | all the iconic eyesights, really gave you a feeling of being in
         | an abandoned post-nuclear town.
        
           | grogenaut wrote:
           | You're likely referring to COD4:MW, aka the one that made the
           | franchise what it is. That game was outstanding for the time.
           | Real cool locations, renderings like from the spectre gunship
           | camera system, etc, made it special. The gameplay hasn't aged
           | that well tho, it's easy to see the cracks now.
        
       | Keyframe wrote:
       | Maybe I'm jaded being around graphics for too long, but every few
       | years we have a bit of an advancement and proclamations of "wow,
       | this looks real!". Probably since early 90's. Only theb, a couple
       | of years down the road, same material suddenly looks funky
       | compared to new material.
        
         | Kudos wrote:
         | It's just relativism in action, no?
        
       | noufalibrahim wrote:
       | An environment this rich with detail will affect senses other
       | than sight. The smells, temperature, ambient sounds and things
       | all contribute to making it real. Peripheral vision and the
       | combination of all these other senses make the experience.
       | 
       | Seeing the whole thing on 2D screen, i feel, makes it less
       | realistic as the graphics improve. The difference between reality
       | and the screen becomes more stark.
       | 
       | If it were liken cartoon, i think I'd suspend reality better just
       | to be in it. This leaps away from artificial into reality and
       | doesn't get there thereby raising my expectations and then
       | disappointing me.
       | 
       | Great technological achievements though.
        
         | strogonoff wrote:
         | Human mind doesn't (can't) process the entirety of perceivable
         | space-time in all of its detail, far from that. Rather we treat
         | it more as a symbolic interface, superfluous accidental detail
         | is simplified away whenever possible (sometimes excessively so:
         | the Invisible Gorilla effect, optical illusions, and so on).
         | 
         | This is why I don't see inherent value in increasing realism of
         | film and videogame visuals (I do think contrasting degrees of
         | realism could be used to achieve an artistic effect, but am yet
         | to see this technique employed) and incidentally why I start to
         | find unstaged photography frustrating and consider learning to
         | draw (the technique employed by many illustrators, where a
         | photo of an actual scene is taken as a reference and then
         | traced over to leave out unnecessary detail and focus on shapes
         | and colors of interest, is appealing).
        
           | noufalibrahim wrote:
           | I agree. I consider games as a modern form of art and simply
           | trying to get them photorealistic doesn't seem to be the most
           | interesting thing that can be done with the medium.
        
       | tester756 wrote:
       | Still I hate that games like call of duty are expensive, are
       | somewhat decent but short as fuck.
       | 
       | Just playing it randomly, without some tryharding you can
       | complete it in something like less than 10 hours, it sucks.
        
         | Bakary wrote:
         | I've always been surprised by this metric. True, if the game is
         | only a couple of hours it can be a bad investment. However, I
         | can think of at least half a dozen ten hour games that have
         | left me with a more memorable impression than some games I've
         | played for ten times as long.
         | 
         | To my teenage self it would make sense, though. Enough time but
         | not enough money, which makes long (sometimes artificially
         | long) games a necessity.
        
           | tester756 wrote:
           | The problem is that the story is short.
           | 
           | Compare those CoDs to e.g Cyberpunk which I needed like 40
           | hours to complete
           | 
           | it was way better
        
             | Bakary wrote:
             | Personally, I see it as an equation of Story/atmosphere
             | quality x mechanical pleasure x length where story is the
             | trump card.
             | 
             | A game like SOMA has low mechanical pleasure (it's a
             | walking simulator, essentially) and a short length, but the
             | story and atmosphere are so high that I will forever
             | remember the experience.
             | 
             | Cyberpunk has decent length, decent story/atmosphere
             | (obviously this is subjective) and decent mechanical
             | pleasure so it's a great game.
             | 
             | CoD has a short length, decent to high mechanical pleasure
             | (well at least I hope so for their sake since it's supposed
             | to be about the multiplayer shooter replayability) and low
             | story/atmosphere because it's just a string of action movie
             | cliches. I think that's what makes it sound very mediocre
             | compared to Cyberpunk.
             | 
             | Other gamers might see mechanical pleasure as the trump
             | card, and I can definitely understand their POV (Portal 1
             | for instance). I'd venture a guess that length is rarely a
             | trump card except if you are stuck with the games you do
             | have. Usually for length to be the most important factor,
             | you need at least a decent degree of the two other factors
             | to go with it. For example, what people love about Skyrim
             | is that the basic gameplay of walking around and doing
             | things is fun and you can just pick up the game everyday
             | for months and still have things to do. The story is
             | nothing special, but the atmosphere is comfy enough. You
             | know the game is there for you when you come back from
             | work.
        
         | Rimintil wrote:
         | I'd guess most of the player base is there for MP. Some of the
         | more well known content creators on YT said they never played
         | the CoD campaign as they jumped straight to MP. With the week
         | of time between the SP release and MP release, along with MP
         | rewards, there's a reason to actually complete SP this time.
        
       | FpUser wrote:
       | 1) Graphics is totally amazing
       | 
       | 2) Yet I can see that it is fake the second I look at it. No need
       | to analyze. I am not trying to diminish the work done in any way
       | as it shines.
        
       | okramcivokram wrote:
       | Looks very realistic, here's the same location in Google Street
       | View https://goo.gl/maps/q2qrUGSoFEouq3Kj6
        
         | gus_massa wrote:
         | Does the game have too few bikes compared to Google Street
         | View?
        
         | the_mitsuhiko wrote:
         | The scale seems off.
        
           | bigDinosaur wrote:
           | It's more claustrophobic than Amsterdam generally appears to
           | be IRL, and my guess is that this level of detail requires
           | such environments, as it always has traditionally, since in
           | large open spaces you have to compromise.
        
         | moffkalast wrote:
         | It honestly would pass for a recorded video at twitter's
         | resolution... if it wasn't for the character animations looking
         | decidedly average and robotic.
        
           | rcarr wrote:
           | Comparing the photo and the game the other thing I'd say is
           | that the game actually looks too clean in comparison to
           | reality.
        
           | matwood wrote:
           | It does look great. The water, particularly with the boat
           | going through it, is what I noticed first. I spend a lot of
           | time in boats and around water, so it's always one of the
           | first things I see in graphical simulations.
        
         | singularity2001 wrote:
         | I thought it looked like some characters and animations
         | superimposed on google street view
        
       | krangfu wrote:
       | nope chars to slow
        
       | thih9 wrote:
       | No cyclists though?
        
       | krangfu wrote:
       | The place is but the characters respond slow and grand theft auto
        
       | Loveaway wrote:
       | Call of Duty and realistic should not be allowed in the same
       | sentence. Utter non sense narrative glorifying war and conflict.
       | Many kids these days are stupid enough to get themselves
       | recruited, after growing up with these games and having been fed
       | a twisted picture of reality.
       | 
       | Shows you how our moral compass is based on nothing but thin air,
       | when society thinks shit like that is fun and cool, while games
       | depicting a naked human for example is completely unacceptable.
        
         | whoooooo123 wrote:
        
         | adesanmi wrote:
         | Bro there are anime skins on the guns that shoot purple tracer
         | rounds...
        
       | pornel wrote:
       | I guess the next frontier for realism is character animation. To
       | me their robotic movements and moonwalking feet break the
       | illusion. There were very neat demos of ML-generated
       | postures/movement, so it may be possible to nail it.
        
         | jayflux wrote:
         | 100%
         | 
         | It feels like character movements haven't changed much in the
         | last 20 years. Which is a shame because the visuals are great,
         | but let down by 2006 style animation.
        
         | sfvisser wrote:
         | Lol, looks pretty realistic to me. This is very much like how
         | most tourist in the city behave!
        
         | ufmace wrote:
         | That's what I was thinking. Some people are complaining about
         | very subtle details not being quite right. But to me, what
         | really stands out as video-game-y is the way the character and
         | camera and other people move. It's hard to describe, but they
         | just don't move like actual people do. Gotta watch some bodycam
         | videos for comparison.
         | 
         | Don't get me wrong, the visual clarity is a great achievement.
         | But if they're gonna spend more effort on making it more
         | convincingly real, that's a better target IMO than reflections
         | and wave patterns.
        
           | Bakary wrote:
           | I'd be interested in hearing the perspective of a video game
           | programmer, because from my own intuition as a layman, it
           | sounds as though making realistic model movement is an order
           | of magnitude harder than working on the environment alone.
           | 
           | At least, the fact that this game has familiar human movement
           | tropes that resembles decade old games sounds like a
           | testament to that.
        
           | cmehdy wrote:
           | For characters animations don't blend too well with each
           | others as some things reset between postures, and the walking
           | animation doesn't translate too well to crowded spaces as
           | people would turn their bodies to maximize the distance
           | between body and objects (up to a point), sometimes even
           | opting to take a different path depending on people.
           | 
           | And the camera is very smooth, which filters out the little
           | balance shifts we all do (even typing something here I notice
           | the subtle changes to vision oscillating in complex patterns
           | which head-bobbing would be a simplified first-order approach
           | to).
           | 
           | I assume it's still very difficult to do all these things
           | with current computing power, and in the case of the camera
           | I'm not sure it will ever be possible for something
           | interactive to feel quite perfect unless you switch to a VR
           | headset and carry your own balance into it.
        
             | Noumenon72 wrote:
             | Wow, looking at my computer screen felt like a static
             | webcam view until you pointed this out and I noticed my
             | head bobbing around every two seconds.
        
             | ufmace wrote:
             | Regarding camera movement, not completely sure what would
             | be required for a VR-like experience. But I can watch
             | bodycam videos like https://youtu.be/0RGLSTXu7Ws?t=75
             | (police action, end of a high-speed chase) and never think
             | that it seems artificial. The camera body movement is
             | fairly subtle, but feels aligned with the way I expect the
             | carriers' body to move.
        
         | Eduard wrote:
         | I agree. This game is in the cerebral palsy category of
         | character animation (e.g. the NPC tourists on the canal's other
         | side).
         | 
         | GTA 3/4/5 are in the megalotesticle category (characters moving
         | like wavering boats).
        
         | presentation wrote:
         | Just played Yakuza: Like a Dragon and the NPC animation there
         | as well as the animation and art style in general looked better
         | in that game than in this clip.
        
         | fabian2k wrote:
         | There are games with very realistic character animation like
         | e.g. The Last of Us Part 2. But that is a lot of effort,
         | requires a lot of expertise and is likely very expensive.
         | Correct animations can also conflict with fast and responsive
         | movement, and most games will prefer responsiveness to
         | realistic animations. Having both requires advanced approaches
         | that can blend different animations well, which seems to be
         | rather difficult.
        
           | whoooooo123 wrote:
           | This is an interesting video about how hard it is to
           | effectively animate just one small aspect of human motion:
           | walking through a door: https://youtu.be/AYEWsLdLmcc
        
           | antegamisou wrote:
           | It's funny, I remember reading somewhere that research on
           | Computer Graphics, rendering specifically, is 'solved'
           | because photorealism had been accomplished.
           | 
           | What had been omitted though was that _efficient_
           | photorealistic rendering, as well as the visual elements that
           | human perception instantly picks up on such as material(s)
           | translucency, lighting /shadows, and as you've already
           | mentioned animations (and the bigger challenge of facial
           | expressions!) is what everyone's after.
           | 
           | And what we have at the OP is indeed impressive work, which
           | still looks artificial. Contrary to the critique of the
           | comments so far, and outside the graphics research
           | interpretation, this isn't something necessarily negative
           | imo. I like video games that preserve a few elements of non-
           | photorealism.
        
       | mudrockbestgirl wrote:
       | It's interesting we can create amazing graphics like this, but at
       | the same time we can't model humans walking naturally. It looks
       | quite realistic if you take out the humans.
        
         | jowsie wrote:
         | We can model humans walking naturally, they just don't bother
         | for CoD.
        
       | jk_ra_el wrote:
       | I've been in computer graphics 30 years. This satisfies me. If
       | the young generation wants to take it further, more power to you
       | as well. Maybe the uncanny valley is even bridge-able in my
       | lifetime.
       | 
       | PCVR support when?
        
       | mromanuk wrote:
       | This amazement is not one I share. Yes, it appears more polished
       | than GTA type graphics. In particular, the NPC movements. To
       | describe it as "incredibly realistic" is a stretch.
        
         | Narishma wrote:
         | What? The NPC animations are the least realistic thing in this.
         | They move like robots.
        
       | rcarr wrote:
       | The main things I noticed as being off:
       | 
       | - The wave breaks/spray from the boat doesn't look right
       | 
       | - NPC motion is still janky and robotic.
       | 
       | - Lack of wind. All vegetation is motionless as is the hanging
       | sign. Even on windless days vegetation still tends to sway
       | minutely.
       | 
       | - Lack of squelch. The ground is wet and has leaves and puddles
       | all over it but everyone sounds like they're walking on dry
       | ground. Some NPCs don't seem to have audible footsteps at all.
        
         | MichaelZuo wrote:
         | And it's odd because by Far Cry 2, released in 2008, realistic
         | wind effects and contextual sound effects were solved problems
         | so it's like the gaming industry has spent 14 years moving
         | backwards in these areas.
        
           | [deleted]
        
           | skohan wrote:
           | A lot of games have wind effects, with moving vegetation,
           | particles and fabrics for example.
           | 
           | Whether or not it appears in a game will usually be dictated
           | by budget: both hardware budget (usually dictated by the
           | current console generation) and budget for content creation.
           | 
           | A scene like this probably leaves it out because they felt
           | like they could use that budget better elsewhere. There are a
           | ton of characters walking around this scene, and also a ton
           | of geometric detail and texture detail. I am guessing the
           | directors for this scene felt that was more important to
           | allocate budget to, for wow factor in those areas, rather
           | than subtle wind effects which would probably go unnoticed in
           | a game where you spend very little time stopping to
           | appreciate the trees and flowers.
           | 
           | edit: I have to take that back: actually if you look at the
           | full resolution video it's clear they included subtle wind
           | effects, as well as details like falling leaves
        
             | rcarr wrote:
             | I did notice the falling leaves which I thought was a nice
             | touch. I didn't notice any wind but I did watch the video
             | on a iPhone screen so it's possible that the wind effects
             | are so subtle as to not be noticeable at small screen
             | sizes.
        
               | skohan wrote:
               | If you watch the YouTube version which is longer linked
               | elsewhere in the comments you can see the trees moving,
               | as well as things like awnings
        
           | mastax wrote:
           | Just because someone does something doesn't mean everyone
           | else gets it for free. It takes effort to implement in every
           | single game.
        
           | kevinmchugh wrote:
           | Far Cry 2 did a lot of specific things to accomplish its
           | vision and those have been abandoned as out of line with
           | other games'vision. The fire mechanics, minimap, and healing
           | mechanic are the ones that jump out at me
        
           | too_big_to_fail wrote:
           | I would argue that major studios largely have, or at least
           | stagnated. Cards and skins are now the priorities and
           | everything else is designed to support that.
        
         | synu wrote:
         | The crowd/background sound in general sounds nothing like
         | walking around in Amsterdam. Small thing but it really stood
         | out to me.
        
           | rcarr wrote:
           | I watched a documentary over a decade ago which followed
           | Gareth Edwards as he was making the film Monsters. It was
           | pretty revolutionary at the time as he was one of the first
           | people to take advantage of DSLRs being able to shoot HD
           | video and MacBook Pros getting to the level of computing
           | power where you could do your own VFX. He managed to make a
           | film that looked like it came out of Hollywood on equipment
           | that in total cost less than $15,000. The on-set crew
           | consisted of only seven people: Edwards himself, the two lead
           | actors, a sound operator, a line producer, a fixer and a
           | driver.
           | 
           | One of the documentary makers asked him why he had a
           | dedicated sound guy; the rest of the production was so
           | stripped back, there was no lighting guy, why a sound guy?
           | Edwards responded that, as long as you've got a good story
           | that keeps them hooked, the audience will forgive bad visuals
           | but they won't forgive bad sound. It's a sentiment that I
           | believe was also echoed by Robert Rodriguez in his low budget
           | filmmaking days. Good sound is essential to keeping people
           | tuned in and immersed in your video. It's why the number one
           | thing recommended to any YouTuber starting out is "get a good
           | microphone".
           | 
           | The graphics are 80% of the way there now. Weather and
           | character animation still needs work but the most bang for
           | the buck might now have swung round to sound design.
        
         | danielvaughn wrote:
         | NPC motion is where I think graphics technology should be
         | focused. Environmental detail is more than sufficient. It's
         | actually now an uncanny valley because the environment looks so
         | realistic, and it is jarring to see unrealistic human movement.
         | It pops out a lot more and looks way out of place.
        
           | stackbutterflow wrote:
           | I don't think I want to be able to shoot at what my brain
           | would perceive as real people.
        
         | notart666 wrote:
         | Yeah, I noticed that too. I think it's tied to the frame rate
         | of the animations. Kinda weird
        
         | vintermann wrote:
         | The water is too pretty and un-dirty in general.
        
         | billythemaniam wrote:
         | Animation is the hardest and will be the long pole of visual
         | realism in games. I've seen better water than that, but it's
         | still hard to make Pixar-quality water in video games.
         | Paradoxically, the more realistic the graphics, the easier it
         | is to notice flaws. Regardless, still impressive video.
        
           | [deleted]
        
         | sgt wrote:
         | I think they should rather fix those things before trying to
         | make everything so photo-realistic. But maybe that's just my
         | taste.
        
           | Aeolun wrote:
           | Level design, engine development and animation happen in
           | parallel. Waiting for one to get better before you continue
           | with another serves no point.
        
           | wildzzz wrote:
           | I'm sure it's the engine. Call of Duty water has always
           | looked like that.
        
         | LightG wrote:
         | - Lack of aroma of waffles being cooked from an opened bakery
         | window ...
        
           | ddalex wrote:
           | Also Lack of aroma of weed being cooked from an open
           | coffeeshop window...
        
         | singularity2001 wrote:
         | All this robotic look will disappear one neural scene creation
         | enters the mix
        
         | crote wrote:
         | - The bikes don't have locks
         | 
         | - No people actually _riding_ bikes
         | 
         | - The guards are casually standing in the middle of the road
         | 
         | - The curb doesn't drop properly where the pedestrian area
         | starts
        
           | pennaMan wrote:
           | You missed the part where the main character regenerates
           | faster than Wolverine after taking a bullet
        
           | joelhaasnoot wrote:
           | Plenty of American tourists standing on roads ;)
        
             | skohan wrote:
             | That part is realistic - the only part which is not is the
             | lack of people shouting at them to move
        
               | GekkePrutser wrote:
               | And there's far too few of them :)
        
           | kqr wrote:
           | > - No people actually riding bikes.
           | 
           | This is a common trope in media where nobody in the
           | production uses a bike for transport. There are bikes there
           | for setting, but people never use them as intended. They
           | either just stand around them, or do this weird thing where
           | they take their bikes out for a walk.
        
             | Aaargh20318 wrote:
             | There is of course the iconic bicycle scene from Turks
             | Fruit (1973) starring a very young Rutger Hauer and
             | directed by Paul Verhoeven.
             | 
             | https://youtu.be/ze_Ncdy_igw
        
             | practice9 wrote:
             | Except Stranger Things, but you could say bikes are
             | essential to the plot
        
             | jimbokun wrote:
             | Maybe there are technical challenges shooting actors
             | sharing dialog while in motion on bicycles?
             | 
             | For cars this is a solved problem, and walking people are
             | moving slowly enough for cameras to easily keep pace.
        
             | jonwinstanley wrote:
             | Grand Theft Auto San Andreas had a lot of bikes and were
             | included in several plot lines
        
               | codetrotter wrote:
               | If we are listing games with bikes in them I feel that we
               | should also mention the 1985 arcade game Paperboy ;)
               | 
               | https://en.wikipedia.org/wiki/Paperboy_(video_game)
        
           | jbverschoor wrote:
           | There aren't many bikes in that area in reality.
           | 
           | The alley wasn't correct. It's not a dead-end street.. :-)
        
       | vinkelhake wrote:
       | I love it. These set pieces are like wonderful dioramas you can
       | walk into. CoD Black Ops Cold War (2020) had a bunch of these and
       | my favorite was where you infiltrate the KGB headquarters. So
       | much detail and so much to look at.
       | 
       | Take it for what it is people. It's not the next GTA, nor is it
       | minecraft. These levels are basically highly scripted walking
       | simulators.
        
       | replygirl wrote:
       | remember... no dutch
        
       | he0001 wrote:
       | I don't understand all the nitpicking done here. I'd say it's
       | extremely fun to what how tech progresses! Great work all
       | involved!
        
       | spoonjim wrote:
       | Eventually people are going to just disappear into these amazing
       | worlds and spend as little time in meatspace as possible.
        
       | k__ wrote:
       | I was there in April and this video really throws me back. I
       | can't count how often I had to go over one of these tiny bridges.
        
       | holoduke wrote:
       | The graphics are stunning, but the animations are not. I would
       | prefer a game with less polished graphics, but super realistic
       | animations/physics of everything. NPC's , cars, boats, fluids
       | etc. But still an amazing next generation graphics scene.
        
       | [deleted]
        
       | joshspankit wrote:
       | I wish there was more budget available for virtual tourism. I may
       | just buy this CoD so I can (eventually) mod it and walk around
       | Amsterdam in VR.
        
       | smusamashah wrote:
       | It's the lighting which is amazingly realistic. The contrast
       | between shadows and sunlit area. There are so many details which
       | are off. It's the lighting which is so crazy good that it looks
       | real on the first sight. Games don't have that very often.
        
       | breck wrote:
       | And yet it's not even close.
        
       | yboris wrote:
       | For another ultra-realistic feel in a computer game:
       | https://twitter.com/esankiy/status/1580225720361832448
       | 
       | The trick here is you have a very POV camera-mounted-on-head
       | effect with lens distortions (in I think VR) and the environment
       | is very deteriorated, making me doubt it was a game in the first
       | place!
        
       | speedgoose wrote:
       | The video is full or reflection artefacts because it uses screen
       | space reflections, in 2022. It would be so much better to use
       | raytraced reflections like RTX games.
       | 
       | It also has transparency bugs. You see the boat through the
       | reflection on the windshield of the car right at the beginning.
       | 
       | Walking animations are a bit clumsy with the path finding that is
       | a bit unrealistic.
       | 
       | The water effects around the boat look bad.
       | 
       | This isn't very much better in terms of technology than a AAA
       | from about ten years ago. The artists did a great work.
        
         | R0flcopt3r wrote:
         | It's also a blurry mess with tons of tearing at low frame rate.
         | Might be down to the encoding that twitter does.
        
           | franciscop wrote:
           | Looking at the original youtube video, tearing seems to be
           | from Twitter:
           | 
           | https://www.youtube.com/watch?v=X_LlSR6-ibA
        
             | badpun wrote:
             | Lol, so as usual, game devs perform technical miracles,
             | rendering an incredibly rich virtual world at smooth 60
             | FPS, while a bloated and barely-competent Silicon Valley
             | company cannot even display a freaking video clip of it
             | without tearing.
        
               | fmajid wrote:
               | Twitter is barely even incompetent.
        
               | franciscop wrote:
               | As a usual twitter user, I've been dreading watching any
               | videos there and I'm used to find them on youtube because
               | of this. I thought it was because I was using linux, but
               | now that I've moved to a macbook m1 with the power of a
               | supercomputer 10 years ago, the quality of the videos is
               | too ridiculous to take twitter videos seriously.
        
           | Freaky wrote:
           | Twitter's infamous for encoding video into little more than
           | mildly suggestive compression artifacts.
           | 
           | Here's a 4k60 YouTube video:
           | https://youtu.be/VGnuGnOWeTE?t=605
        
           | staindk wrote:
           | Yeah I'm not sure how anyone's meant to find something
           | impressive to look at when there's a layer of vaseline over
           | all of it. Maybe there's a higher quality version being
           | served to some Twitter users.
        
             | bongobingo1 wrote:
             | Or looking at it on your phone screen hides the muck.
        
         | skohan wrote:
         | You could not have seen this 10 years ago. Tons of geometric
         | detail (unless those bikes are really clever billboards) and
         | lots and lots of texture detail. 10-year-old GPUs would have
         | had neither the VRAM nor processing power to put this out.
         | 
         | Also this seems like a result of photogrammetry - so I think
         | you can credit artists and the tools which make this possible.
        
           | nothis wrote:
           | Photogrammetry (together with a physical based rendering
           | pipeline to get the lighting just right) probably deserves
           | all the credit in this. I remember first reading about it in
           | 2014, in an article about an indie game for that matter. The
           | Vanishing of Ethan Carter. Here's an article:
           | https://www.pcgamer.com/find-out-why-the-vanishing-of-
           | ethan-...
           | 
           | Since then, every game that embraced it for photo realism
           | looks basically perfect in terms of world geometry. Doesn't
           | even have to be crazy high-res or high poly, as long as you
           | don't stick your virtual nose directly in front of stuff, you
           | can easily fill every pixel on screen with one that's ~95%
           | there from where it should be in a real-world photograph.
        
             | skohan wrote:
             | Aren't artists still involved in getting assets ready for
             | production? My understanding was that a fair amount of
             | polishing and refinement would still be required after
             | capture (e.g. trimming down a very high poly model to
             | something which can be rendered at 60FPS) - but I don't
             | know to what extent that may have been automated by now.
             | 
             | I guess technologies like Nannite will also reduce the need
             | for this type of grunt work.
             | 
             | But in either case, artists will still be involved in
             | framing and staging the scene, doing the actual capture
             | etc.
             | 
             | Creating a beautiful scene through photogrammetry is still
             | a form of art, the same way photography and painting are
             | each forms of art.
        
         | nothis wrote:
         | Art direction trumps tech in games for a while, now. This is
         | just well lit, well researched and compression artifacts smooth
         | out the details. Character's eyes are still kinda dead,
         | animations fidgety, screen space reflection artifacts if the
         | "reflected" area isn't in frame, etc, etc. Definitely no
         | different from the average "realistic looking game" 5 years ago
         | and probably, yes, even "high end graphics" 10 years ago.
         | Things are slowing down.
        
       | riffraff wrote:
       | what bothers me in this, even in a still frame, is cars and
       | scooters/mopeds.
       | 
       | There is something of with them and very noticeable, I think
       | because of the uniformity and "polish" of the
       | surface/texture/materials.
       | 
       | The rest of the city does look pretty great tho.
        
       | andrewallbright wrote:
       | As a hobbyist game dev one thing I've (recently) learned is that
       | optimizing performance is paramount in video games. Running at 60
       | FPS you have a budget of 16 ms per frame (VR requires 90 FPS
       | minimum else risk VR sickness; ~11ms per frame). Any scripts and
       | anything you want on screen needs to fit in that amount of time.
       | It's a big exercise in smoke and mirrors.
       | 
       | I'd love to know what optimization techniques are used so that
       | those precious CPU/GPU cycles can go to those good looking
       | things.
       | 
       | Side note: being absolutely forced to optimize the heck out of
       | games as an essential practice gives me a much greater sense of
       | performance characteristics in my "real" job and also in
       | leetcode.
        
         | Tiktaalik wrote:
         | At a high level it's about doing as little as possible.
         | 
         | Don't allocate memory. Don't re-layout ui. etc
        
         | jessermeyer wrote:
         | Modern renderers:
         | 
         | Use the GPU to decide what to render, and in a growing number
         | of cases, will cull triangles in compute (software) instead of
         | letting the fixed pipeline do it. The vertex shader feeds
         | parameters to the fragment shader even if the triangle is
         | culled (depth or backfacing), so with vertex counts climbing,
         | there is a lot of dead time spent feeding fragment shaders that
         | are never ran.
         | 
         | Render at a lower resolution and temporally upsample to a
         | higher resolution.
         | 
         | Using low overhead apis that optimize command recording
         | performance (DX12, Vulkan) and transfer / memory access.
         | 
         | Multithread all the things.
         | 
         | Obsess over data locality and compression.
        
           | dclowd9901 wrote:
           | Culling triangles seems to be going away though, especially
           | with the rise of ray tracing. The expectation is that even
           | aspects of the scene we can't see influence lighting. How are
           | they managing that?
        
             | enragedcacti wrote:
             | IANAGD, most graphically intense games are using a hybrid
             | approach where RT will inform lighting/shadows and
             | reflections but still rely on traditional rasterization
             | heavily. That gives you a good bit of room to fudge the
             | raytracing since the rasterization gives you a baseline.
             | 
             | That said, it seems like the culling advice for RT is
             | "expanded camera frustrum" culling, distance culling
             | dependent on size, and choosing the right geometry LOD.
             | Beyond that they want you to aggressively mark geometry as
             | opaque and carefully arrange objects into groups (BLASes)
             | according to a couple rules so the GPU can skip as much
             | work as possible.
             | 
             | https://developer.nvidia.com/blog/best-practices-using-
             | nvidi...
        
             | jessermeyer wrote:
             | What makes you think culling triangles is going away? Ray
             | tracing is usually done with a highly approximated volume
             | or planar representation of the scene, which is then
             | applied to surface triangles.
             | 
             | Rendering objects that 'we can't see' has been done for as
             | long as shadow caster light sources have been around. Even
             | though we cannot see the mesh directly, the light can, and
             | the viewer can see the shadow. These indirections all play
             | their role in the greater "rendering equation", and the
             | specific solution depends on the constraints of the
             | application and resources of the development team.
             | 
             | Some renderers have abandoned triangles altogether for
             | signed distance fields, but this involves re-creating from
             | scratch the entire art pipeline.
        
         | eclipxe wrote:
         | You can get by with 72 fps in VR and avoid sickness.
        
           | andrewallbright wrote:
           | That's good; you get more of a frame budget that way. I saw
           | 90 and even 144 as target frames to avoid VR sickness. It's
           | good to know 72 frames can work too.
        
             | jimmySixDOF wrote:
             | Frame rate plays a role - especially when it drops down
             | below targets and stutters, which does happen irl, but
             | designing the experience to avoid motion sickness from the
             | ground up is what makes the difference. Keeping something
             | stable in the view that moves along with head pose like a
             | HUD element while everything else around you is moving
             | makes a huge difference. Seeing the world around you in
             | motion from inside a car with the stable windscreen will be
             | much easier than zooming around through freespace even at
             | 120hz for most people until they get comfortable with the
             | sensory mismatch. I have heard several interesting
             | approaches to acclimatization and can recommend this [1] if
             | you are affected & am told positioning a real fan blowing
             | air on you while in the headset will orient your
             | proprioception in a way that helps.
             | 
             | [1] https://medium.com/@ThisIsMeIn360VR/motion-sickness-
             | and-the-...
        
       | rcarr wrote:
       | Why are any comments listing criticisms of the realism of this
       | video being flagged? This is not what I would expect from Hacker
       | News and is very worrying.
        
         | LawTalkingGuy wrote:
         | These flaggings are because we're saying things that are too
         | obvious, other flaggings are because we're saying things that
         | aren't obvious enough.
         | 
         | Pretty soon they'll demand that there just be a menu of
         | approved viewpoints you can choose from.
         | 
         | False flaggings should shadow-ban your account. Let the
         | deletionists feel important without bothering the rest of us.
        
         | Bakary wrote:
         | The unrealistic flaws of the video are fairly obvious and don't
         | really need pointing out, and sometimes the endless nasal
         | pedantry takes its toll on the mind
        
           | rcarr wrote:
           | Some of the flaws are obvious. Some of them aren't. Either
           | way they can lead to very interesting conversations and get
           | the mind thinking. You should be flagging blind hatred not
           | observations and criticism.
           | 
           | You're literally shutting down free speech. Metaphorically
           | you're creating a walled compound where all the "happy"
           | people can pretend everything is fine and dandy meanwhile on
           | the opposite side of the wall is a bunch of unhappy homeless
           | people who literally had their house taken away by the people
           | in the compound just because they happened to disagree with
           | something one of the powerful people said at a dinner party.
        
             | Bakary wrote:
             | You can vouch for comments to unflag them by clicking on
             | the timestamp. I have done so multiple times when it was
             | clear the author had made an interesting point but did so
             | in an unduly hostile manner. However, the ratio of flagged
             | comments that didn't deserve their fate is incredibly low.
             | 
             | The free speech martyrdom angle makes sense on paper, and
             | it's true that there are users that act as commissars, but
             | the practical reality is that no interesting discussion
             | actually flows from the flagged content. This is something
             | every online community eventually learns through
             | experience.
             | 
             | Most of the time, the abstract idea of free speech is the
             | only merit these comments have, and from that we can also
             | ask if flagging is not an expression of speech in and of
             | itself.
        
               | rcarr wrote:
               | Well I'd be interested to know what part of the Hacker
               | News guidelines this comment I made has violated and why
               | you have deemed the ensuing discussion uninteresting and
               | adding nothing to the discussion.
               | 
               | https://news.ycombinator.com/item?id=33297520
               | 
               | https://news.ycombinator.com/newsguidelines.html
        
               | Bakary wrote:
               | Your comment seems fine to me and it's still standing at
               | the time of writing, so there's no issue there.
        
               | rcarr wrote:
               | Thank you. It's really not a nice feeling to be silenced,
               | especially when it feels completely unjustified. Makes
               | you question reality itself. I hope the powers that be
               | unflag it.
        
               | Bakary wrote:
               | To clarify my earlier point as I now realize I sounded
               | more hostile than I intended to. Sometimes, people will
               | flag for aesthetic reasons even if the comment doesn't
               | technically deserve it. They might be tired of
               | negativity, and click the flag button in a moment of
               | weakness just for the experience of being excited about
               | things again. There also is a separate phenomenon of dead
               | or removed comments usually meriting it, even taking into
               | account trigger-happy moderation.
               | 
               | In this case, your comment spawned helpful discussion so
               | I'll happily vouch for it if it is ever killed.
        
               | rcarr wrote:
               | Thank you for vouching and giving some insight. The
               | moderators have got a tough gig!
        
       | pprotas wrote:
       | Let me go off topic a bit here. I've never seen a scene in a game
       | as realistic as the footage provided in this tweet, and I say
       | this as someone who has been gaming all my life. I am not even a
       | fan of CoD, don't even play those types of games. As a Dutch
       | citizen I was simply happy about the fact that they were able to
       | recreate Amsterdam in such a beautiful way.
       | 
       | Full of excitement I've opened the comment section for this post
       | and what do I see? The top comments are full of negativity about
       | how the waves in the water don't look right, the sounds of the
       | footsteps are not squelchy and there are artefacts in the
       | rendering.
       | 
       | Why is HN so negative about amazing things? I get that we like to
       | provide constructive criticism, since we are so passionate about
       | technology. But come on guys, this is just spewing hate at the
       | level of some cesspool internet forums I will not name. Be better
       | HN!
        
         | geraldyo wrote:
        
         | hourago wrote:
         | > As a Dutch citizen I was simply happy about the fact that
         | they were able to recreate Amsterdam in such a beautiful way.
         | 
         | But if you live in New York, San Francisco or London you would
         | be tired of seeing your city in games. Even games like
         | Assassin's Creed Valhalla, supposedly a Nordic setting, it
         | mainly focus on England and the visit to North America is as
         | important as the time that you spend in actual Scandinavian
         | land.
         | 
         | So, some people is not impressed by the settings while others
         | are grateful just by being represented at all.
        
           | CydeWeys wrote:
           | > But if you live in New York, San Francisco or London you
           | would be tired of seeing your city in games.
           | 
           | Huh? I live in NYC and I don't think I've ever played a game
           | set here. I know vaguely there's a Spider-Man game set here,
           | that I never played, and at least one GTA inspired by but not
           | actually set in NYC.
           | 
           | I'd love to play a game set in NYC that looks this great.
           | It'd be my first time.
        
             | icambron wrote:
             | The GTA game is set in NYC in all but name. I have played a
             | lot of games set or partially set in NYC. It's sort of the
             | default "we need a big city".
             | 
             | Wikipedia has a list [1]
             | 
             | [1] https://en.m.wikipedia.org/wiki/List_of_video_games_set
             | _in_N...
        
             | nine_k wrote:
             | The original Deus Ex (1999) takes place in NYC for about
             | 1/4 of the game, and the city is really recognizable.
        
           | ricardobayes wrote:
           | I don't recall playing in a London setting ever since some
           | PS1 game from the 2000's.
        
             | ChoGGi wrote:
             | Watch Dogs Legion?
        
             | Nursie wrote:
             | PS2 - The Getaway.
             | 
             | Very impressive for the time!
        
           | anthk wrote:
           | Me as an European on phantasy RPGs. Stone walls? Any
           | historical center of part of town/cities. Villages?
           | Villaremota de Arriba from Nowhereland with wheat fields for
           | kilometers.
           | 
           | Rural town in thethe US with dinners and odd gas stations or
           | some Manhattan clone like Max Payne? That's exotic.
        
         | gigantor wrote:
        
         | bjourne wrote:
         | Hacker News became Nitpicker News a long time ago. Might be a
         | dysfunction caused by employment. In software development a
         | "nit" (i.e a bug such as as null pointer dereference) ruins the
         | whole experience. In most other fields such a nit would be
         | wholly irrelevant.
        
         | mstade wrote:
         | Have you seen the Matrix demo from a few months back? If not,
         | you might appreciate it:
         | https://news.ycombinator.com/item?id=29533685
         | 
         | Blew my mind!
        
         | Popeyes wrote:
         | Perfection through negativity is a thing I am guilty of.
         | "Wouldn't it be better if..." is often a phrase that runs
         | through my thoughts when evaluating something artistic.
         | 
         | But like you, I was thinking, is that a video with actors
         | pretending to be computer characters or actually a thing.
        
         | Maursault wrote:
         | > Why is HN so negative about amazing things?
         | 
         | Any that often and typically respond negatively and not
         | constructively are usually compensating for a fragile sense of
         | self-worth. Narcissists predictably pretend not to be impressed
         | _because they feel threatened by the accomplishments of
         | others_. They know they personally could not do better and fear
         | the possibility of failure at their own attempt. They must
         | instead act as if the accomplishments of others are flawed,
         | inconsequential, trivial or meaningless, to feed their ego and
         | inflated sense of self-importance.
         | 
         | And because they are easily offended, perceive any criticism as
         | an affront to their character, they are about to interpret my
         | comment as personal attack and downvote it into oblivion,
         | ironically proving my point. But they better watch out, they
         | better not cry, they better not pout, I'm telling you why,
         | Newton's Second Law of Motion is never broken, and unless they
         | seek diagnosis and corrective treatment, they are only able to
         | cement their own misery by causing misery.
        
           | rcarr wrote:
           | Would you go to an art gallery with a friend and expect to
           | look at every piece and both be in complete agreement about
           | how wonderful every piece of art was? Do you expect them to
           | all dress the same as you and eat the same foods and drink
           | the same drinks? Or would you expect your friends to have
           | individual likes and dislikes and to notice different
           | elements in each art work according to the way they perceive
           | the world? Would you diagnose any friend who disagreed with
           | your perception of an artwork you consider wonderful to be
           | suffering from narcissistic personality disorder?
        
             | Maursault wrote:
             | These examples are not applicable and thus straw man
             | arguments, because I limited the scope of my observations
             | to those _that are most often and typically critical and
             | unimpressed,_ and did not include, universally, anyone that
             | happens to not care for something. The symptom is not that
             | they don 't like something, rather it's that they don't
             | like anything.
             | 
             | Clearly this new version of CoD is graphically superior to
             | previous versions, yet the criticism is focused on less
             | than perfect minutia that probably also existed in or was
             | inferior in previous versions. The graphic realism is
             | better than any previous version of CoD, yet that still
             | isn't good enough for narcissists. Even if it was
             | absolutely perfect in every way, this still would not
             | satisfy them because they are mentally ill and suffering
             | from specific symptoms that cause them anxiety, to feel
             | like nothing they do is good enough, to feel threatened by
             | others' accomplishments. When they dismiss and denigrate
             | they are really focused on their own fragile ego.
        
               | rcarr wrote:
               | I will admit that I missed that you had limited your
               | scope to those who are "most often and typically critical
               | and unimpressed". That said I think the main thrust of
               | the argument still stands. You can't assume that people
               | are comparing this to previous versions. It's perfectly
               | within the realms of plausibility for someone to comment
               | who's never played Call of Duty in their life. They might
               | have just been intrigued with the post title, looked at
               | the video and then just stated the details that broke the
               | immersion for them. Would you prefer they just didn't
               | comment at all? Are they not allowed to voice their
               | experience?
               | 
               | It is also rather wild to throw around narcissistic
               | personality disorder diagnoses based on one aspect of
               | behaviour. I'm not a psychologist but I'm pretty sure
               | you've got to match several behavioural criteria
               | consistently to warrant such a diagnosis.
        
               | Maursault wrote:
               | I was replying to the general question,
               | 
               | >>>>> Why is HN so negative about amazing things?
               | 
               | And as that is my experience also, I shared my theory and
               | supported it. Further, NPD is diagnosed through
               | observation of behavior or reports of behavior, and
               | regardless of NPD diagnosis, any symptom of NPD is
               | necessarily _narcissistic._ My slim hope is that
               | narcissists will become more mindful of their behavior,
               | recognize that they spread misery, get evaluated,
               | treated, and either be cured or mitigate their disorder
               | below detectability, and narcissism will become extinct,
               | because there are few things in this world that
               | completely and utterly suck as much as narcissism, and it
               | is everywhere.
               | 
               | I'm not sure who made pride popular and decided that it
               | can be harmed, because it is an indulgence. The virtue is
               | the opposite of pride, namely, humility, and in general,
               | virtues are the antitheses of narcissism, beyond humility
               | including charity, modesty, gratitude, temperance,
               | patience, courage, accountability, commitment, courtesy,
               | cooperation, empathy, forgiveness, respect, reliability,
               | sacrifice, sincerity, and so on and so forth. Rather than
               | the Golden Rule, narcissists subscribe to egoism to act
               | only selfishly and in self-interest, as their ego is
               | central to the motivation and goal of their own actions.
               | By and large the political ideology of narcissism is
               | conservatism and libertarianism, focusing on exclusivity
               | and their wealth and their interests and their rights
               | against and in contest to those of all others, in
               | contrast to liberalism, which is an ideology of
               | tolerance, liberty, equality, and promoting general
               | welfare.
        
             | CleverLikeAnOx wrote:
             | If I went to several art galleries and they always
             | criticized everything there, I would consider them bad
             | company. Or at least the wrong person to take to an art
             | gallery.
        
           | draw_down wrote:
           | Everyone who doesn't like what I like has a mental disorder.
           | Come on, let's grow up.
        
             | [deleted]
        
             | Maursault wrote:
             | This is a lovely straw man.
             | 
             | While dissent is of fundamental importance to progress, as
             | nothing would advance if everyone always agreed, those who
             | are consistently negative and somewhat terminally
             | unimpressed reveal far more about themselves with their
             | criticism than what they reveal about the target of their
             | criticism. If criticism is validly supported, this is not
             | what I'm referring to, but instead condemnation,
             | exaggeration, labelling and nitpickery.
        
               | draw_down wrote:
        
               | rcarr wrote:
               | But who is to decide what is and isn't nitpickery? There
               | is a famous story about Senna, the formula one driver who
               | drove round a course and crashed into a wall. When he got
               | back to the pit stop and was asked how he crashed Senna
               | was adamant that the wall had moved. Everyone thought he
               | was mad but nonetheless they went out and measured it and
               | it turned out that the wall was a few millimetres out
               | from where it should have been.
               | 
               | Everyone perceives the world differently. What is
               | nitpickery to one person can be the difference between
               | success and a car crash to another.
               | 
               | https://www.essentiallysports.com/greatest-f1-story-when-
               | ayr...
        
               | Maursault wrote:
               | Your example is not one of nitpickery. In situations of
               | high performance tolerances are tighter and tiny details
               | can be critical. A better example is someone being
               | unimpressed with a formula one racer's performance
               | because of their sponsors or team colors when even the
               | driver finishing in last place has rare and enviable
               | driving skills the observer lacks.
        
               | rcarr wrote:
               | No, the Senna example above is not nitpickery. However if
               | I raced with one of my friends and he crashed into a wall
               | and then blamed it on the wall having moved and we then
               | went and measured the wall and found him to be correct,
               | yes he would be right but he would also be nitpicking as
               | I doubt that either me or any of my friends have the
               | ability to drive with millimetre precision. He would have
               | crashed into the wall regardless of whether it had moved
               | or not.
               | 
               | I was trying to use that example to highlight the fact
               | that we don't know the skills and perceptions of anyone
               | who is posting on Hacker News. One person might say that
               | the immersion is ruined because of the lack of accurate
               | sounds when walking. To the average person that might be
               | nitpicking. For someone who is a sound designer or a
               | musician or someone with a generally heightened auditory
               | sense it could be the difference between immersion and
               | the breaking of the illusion. The same person might even
               | be fine with the previous generation graphics if the
               | sound was spot on. We just don't know who is commenting
               | on the post and we don't know how much their internal
               | perceptions differ to our own. To label them nitpickers,
               | narcissists and some of the other unsavoury stuff that is
               | being levelled in this comment section is really unfair.
               | I feel we should try and give charitable interpretations
               | and give everyone the benefit of doubt where possible.
        
               | Maursault wrote:
               | > I was trying to use that example to highlight the fact
               | that we don't know the skills and perceptions of anyone
               | who is posting on Hacker News.
               | 
               | This is arguing an appeal to authority. It doesn't matter
               | what their expertise is, what matters is their claim and
               | whether it is relevant and validly supported. While the
               | OP title claims realism, what they meant were that the
               | graphics are improved and exceptional, leaving the
               | naysaying criticisms along the lines of, "that doesn't
               | look realistic, it has weird artifacts everywhere and the
               | animation is unnatural" more revealing about the observer
               | than what they've observed.
        
               | rcarr wrote:
               | Respectfully disagree. It's not an appeal to authority at
               | all, it was highlighting neurodiversity. It is quite
               | common for autistic people to have heightened auditory
               | perceptions, that does not make them authorities in the
               | field of audio unless they have studied it and become a
               | recognised authority. Everyone perceives the world
               | differently. That's exactly why a detective interviews
               | multiple witnesses in an attempt to gain a more accurate
               | perspective of the objective reality.
               | 
               | You've taken a tweet and you're now trying to define a
               | narrow window of acceptable discussion about the tweet
               | based on it's title. How many conversations are you
               | having in real life that stick to such rigid parameters?
               | That's not how conversation works. This isn't a formal
               | paper that must be laser focussed on a single topic. It's
               | a much more relaxed space that allows for discussion of
               | things that may even only be weakly related to the
               | original content. Someone could post a story about their
               | time in Amsterdam with no relation to Call of Duty or
               | video games and I would still consider it valid
               | discussion.
               | 
               | You can't just just pick and choose that all technical
               | discussion of the topic must now be about the improved
               | graphics and nothing else. You also can't assume that
               | your interpretation of the title is the correct one or
               | the one the author intended. Doing so is arrogance, which
               | ironically enough, is one of the nine diagnostic criteria
               | of Narcissistic Personality Disorder according to the
               | DSM-5.
        
               | Maursault wrote:
               | > It is quite common for autistic people to have
               | heightened auditory perceptions, that does not make them
               | authorities
               | 
               | Notwithstanding the contradiction and equivocation, this
               | is an appeal to authority.
               | 
               | > You've taken a tweet and you're now trying to define a
               | narrow window of acceptable discussion about the tweet
               | based on it's title. How many conversations are you
               | having in real life that stick to such rigid parameters?
               | That's not how conversation works.
               | 
               | Ad hominem, focused on me for some reason. Straw man, by
               | inaccurately rephrasing my argument in order to attack
               | it. And fallacy of control, apparently a belief that you
               | control definitions of terms and how things work. This
               | was followed by going beyond the scope of our discussion
               | to other discussions you deem valid.
               | 
               | > You can't just just pick and choose that all technical
               | discussion of the topic must now be about the improved
               | graphics and nothing else. You also can't assume that
               | your interpretation of the title is the correct one or
               | the one the author intended. Doing so is arrogance, which
               | ironically enough, is one of the nine diagnostic criteria
               | of Narcissistic Personality Disorder according to the
               | DSM-5.
               | 
               | More control fallacy, straw man, ad hominem, but I
               | believe this also includes the mind-readers fallacy.
               | Apparently I am being scolded for what I secretly believe
               | and my argument has been completely lost to the void. To
               | avoid fallacy, one must ignore the person, focus on their
               | argument without molesting it, avoid attempts to control
               | them or assert what is in their mind can be known. What
               | is said is the realm of valid argument. I did none of
               | these things and my right to my opinion, whether correct
               | or incorrect, is absolute.
        
               | rcarr wrote:
               | Congratulations, you've read a book on rhetoric and
               | misunderstood half the definitions.
        
               | Maursault wrote:
               | Anything I may have done is irrelevant. All that matters
               | is the argument, and for discourse to be logically valid
               | it must only address the argument. To be vague is to be
               | unconvincing, and any attempt to personally characterize
               | me is fallacious argument.
        
         | somenameforme wrote:
         | I had a less than positive impression of this trailer, while
         | simultaneously acknowledging that on objective merit it surely
         | deserves a quite positive impression. And I think there's a
         | very specific reason for this! The uncanny valley [1] is caused
         | by things looking realistic, but not quite right. But the
         | important thing is that in many this often causes a sense of
         | discomfort or even revulsion.
         | 
         | This scene in particular is aiming for realism in an everyday
         | scene, and likely relying heavily on photogrammetry (which
         | makes it look even more realistic). But it's far from perfect.
         | And so some may be able to simply appreciate it as a step
         | forward in technical achievement, but for others it's going to
         | be triggering uncanny valley effects. I suspect this may be a
         | driving factor in the negative responses.
         | 
         | If this is the case this is going to be a major bottle-neck for
         | graphics going forward. Even something as small as a
         | character's eyes being in some indescribable way 'off' can
         | trigger uncanny valley effects. So there's a long road ahead to
         | trying to overcome the uncanny valley, but one where each step
         | forward may not be able to be appreciated for the technical
         | progress that is.
         | 
         | [1] - https://en.wikipedia.org/wiki/Uncanny_valley
        
           | omnibrain wrote:
           | I don't think the the Uncanny Valley Effect is as much a
           | problem, because I believe it's a moving target. "The
           | Avantgarde" in media will always suffer, but the next
           | installments will profit from the public getting used to it
           | and the "new avantgarde" moving the goalpost again.
           | 
           | Have a look at the Final Fantasy movie. A lot of moviegoers
           | decried the Uncanny Valley, especially regarding Aki, but if
           | you watch it with today's eyes, there is no such effect.
        
         | amjadtwofaced wrote:
        
         | jameshart wrote:
         | The fact of the matter is that this is _not_ an example of a
         | massive improvement in world modeling, simulation or light
         | transport.
         | 
         | It shows that you can get a lot of the way towards people
         | saying 'wow that looks real' _just by using high def HDR
         | textures and a good environment map_. In almost every other
         | respect this render is far from state of the art.
         | 
         | And as you say, if that impresses people then that's great! The
         | team have discovered the shortcut to where to put in the effort
         | to convince viewers! The goal of this kind of game environment
         | engineering is to create sufficient verisimilitude to have the
         | player suspend disbelief - and this seems to do the trick for a
         | lot of people.
         | 
         | But looked at critically it's surprising how many ways this
         | engine is producing bad results and yet people are willing to
         | overlook and say they're blown away by the realism. Maybe the
         | uncanny valley for environments is not as deep as we thought.
        
           | glitcher wrote:
           | I appreciate it because of how well it captures the look of a
           | real world location. I've seen a lot of games attempt to
           | capture the spirit of a real place and not get nearly as
           | close as this.
           | 
           | I agree it's not an example of massive improvement
           | technically, but I think it's pretty good work that pushes
           | incremental improvements in a forward direction.
        
             | jameshart wrote:
             | That may just be a reflection of the kinds of games you've
             | been playing. _Forza Horizon_ has been doing an incredible
             | job of creating convincingly real locations at high frame
             | rates for a while now, for example[1]. In terms of busy,
             | detailed urban environments that feel solid and alive, look
             | at _Half Life: Alyx_. Others have pointed to the _Matrix_
             | unreal demo that shows off some truly gamechanging
             | techniques for environmental modeling and realism.
             | 
             | [1] https://youtu.be/r1xK6PRk1DU
        
           | mcv wrote:
           | It is absolutely brilliant world modelling. I'm looking at it
           | on a small screen, but the level of detail and accuracy blows
           | my mind. I've never seen anything this detailed and accurate.
           | 
           | The only thing that makes it immediately obvious that this is
           | from a game, is the clunky movements from the people. They
           | should really start putting some effort into that.
        
             | jameshart wrote:
             | Some things to look more carefully at, then, if the only
             | thing you noticed was the character animations:
             | 
             | - the screen space reflections are broken in the left-hand
             | 10% or so of the screen
             | 
             | - early in the clip there is some weird z-buffer error
             | where reflections from the boat's roof are showing in front
             | of the car windows
             | 
             | - although the water surface has reflections that make it
             | appear not to be flat, its geometry cuts off along the side
             | of the boat in a pure straight line
             | 
             | - there are tearing artifacts a couple of times where we
             | are seeing the top of one frame and the bottom of another
             | (may be a screen recording artifact rather than a rendering
             | one though)
             | 
             | I don't think these are merely being 'nit picky' - these
             | are clear ways in which the render is a long way short of
             | 'realistic'.
             | 
             | As I say, great modeling and texturing with environmental
             | PBR clearly does a lot of work convincing a viewer a place
             | is 'real'. But it seems a bit sad to present that in an
             | engine which has such glaring flaws and _ignore_ them.
             | Other engines exist that do this better.
        
               | mcv wrote:
               | I was commenting primarily about the modelling, which is
               | absolutely amazing with the exception of the way people
               | move. That the rendering is not perfect is a different
               | issue. I still maintain it's incredibly good at first
               | glance. That there are details that betray it as a render
               | is hardly surprising, but by far the most glaring thing
               | giving it away is the way people move.
               | 
               | I just watched it again on a bigger screen, and I didn't
               | really notice any of the details you mentioned. It's
               | clear it's a render from the slightly artificial look
               | many things have, which is especially the case for
               | people. But the city scene in general looks absolutely
               | fantastic. If you know games that look more real than
               | this, I'd love to know which.
        
           | ethbr0 wrote:
           | From my limited experience, that's always something the CoD
           | teams have done incredibly well: maintain focus on
           | _suspension of player disbelief_ as their core KPI.
           | 
           | Technologies or tricks that enhance it are used. Technical
           | masturbation that's ancillary is eschewed.
           | 
           | In the first CoD game, the illusion shattered instantly when
           | you deviated from the expected path (e.g. linger in an area,
           | backtrack, or take an odd turn).
           | 
           | But that was part of the focus and prioritization of
           | effort... they could have improved that, at the expense of
           | making the main path less stellar. They didn't.
           | 
           | I've gotta admire the focus and feature discipline.
           | 
           |  _Edit:_ One of the core things that strikes me from the
           | video (not having seen generations of intervening games) is
           | how far human animation libraries and mocap has come. At some
           | point, they 've climbed enough of the opposite wall of the
           | uncanny valley not to have it be obviously wrong. Glad we
           | finally got there.
           | 
           | And other side note, everyone should remember this is a
           | multiplatform release. They don't have the luxury of spec'ing
           | to the latest and greatest hardware from Nvidia and AMD. This
           | has to run on consoles with decent performance and with a
           | minimum of per-platform code rework and optimization.
        
             | TillE wrote:
             | > maintain focus on suspension of player disbelief
             | 
             | Something that really struck me when I when I first played
             | Half-Life 2 was how much it all felt like a movie set,
             | where everything was designed to look fantastic along this
             | one narrow path that you're quickly ushered along, but
             | there was absolutely nothing beyond that path. It's all
             | just lovingly detailed facades.
             | 
             | That's the story with all linear AAA games. I think for
             | most players the illusion works great, but I can't help but
             | see the artifice.
        
               | somethings1123 wrote:
               | > That's the story with all linear AAA games. I think for
               | most players the illusion works great, but I can't help
               | but see the artifice.
               | 
               | It's okay, since this a stylized classic HN insight porn
               | comment.
               | 
               | Calling it an "illusion" is a really dumb take. It
               | reminds me that hardly anyone in this forum reads
               | fiction, and even if you created Ready Player One for
               | them, they'd do exactly what the game designers gave them
               | to do.
               | 
               | Anyway, Call of Duty games have a great variety of
               | levels. "Defend Burger Town" comes to mind as a Modern
               | Warfare 2 (2009) level you could explore pretty freely.
               | 
               | Half Life 2 had open set pieces. Uncharted 4 has possibly
               | the best chase sequence in gaming. It would be so stupid
               | and reductionist to call that an "illusion," just because
               | they have some paths for your car to take.
               | 
               | What do you want? Even the real world expects you to walk
               | and drive along paths. That's just architecture dude. It
               | exists just as often in "open world games" like Red Dead
               | Redemption as it does in "sequence of setpieces" games
               | like Call of Duty.
        
         | la64710 wrote:
         | Smart comment
        
         | mattgreenrocks wrote:
         | Funny story: I got deja vu working along the Seine in Paris due
         | to first experiencing it in Battlefield 3.
         | 
         | That came out ten years ago! At a glance, this looks like it is
         | using ray tracing, which is a big improvement in rendering.
        
           | cfcosta wrote:
           | Being a CS player, I had the weirdest dejavu feeling ever
           | when I went to Venice. The level of detail is so much better
           | now its not even funny.
        
         | 2OEH8eoCRo0 wrote:
         | I'm as impressed as you are but telling people that the
         | graphics are realistic is basically a challenge. Nobody
         | complained about the unrealistic graphics of Super Mario 64.
        
         | speedgoose wrote:
         | Yes I criticised the technology in my comment that got flagged,
         | while saying that the artists did a great work.
         | 
         | If you only want praise I recommend LinkedIn.
        
         | ffitch wrote:
         | I don't mind a spectrum of opinions. I never played video games
         | and it's hard to tell har far ahead this reel is compared to
         | other modern games. It looks appealing, at the same time
         | there's clearly a room for improvements. I don't have a trained
         | eye, but I'm really curious what gives it away.
        
         | jesuscript wrote:
         | You are talking to generations of people that grew up with
         | video games. This isn't some shit they saw for the first time,
         | they've been watching the progress since childhood at this
         | point.
         | 
         | Basically, they lost perspective on how amazed an average
         | person would be. Similar to how porn addicts don't flinch at
         | triple penetration videos, or ... you get it. Wish I could come
         | (ooof) up with better analogies.
         | 
         | Yes, even I went "nope, that's not real enough".
        
           | Sebb767 wrote:
           | Also, we've been able to generate pretty realistic images for
           | quite some time now. For some expertly crafted ray-traced
           | stills, it's nearly impossible to tell whether the picture
           | was computer-generated.
           | 
           | This looks pretty amazing, I'll give that, but you can still
           | clearly see it's a computer game. A bit better than the last
           | one maybe, but not "can't tell if rendered"-realistic.
        
             | varjag wrote:
             | It took me a whole few seconds to confirm it's a game. Mind
             | you I've been to that place and I've rendered my first wire
             | mesh in 1991.
        
               | pmayrgundter wrote:
               | Love this perspective :)
        
               | someweirdperson wrote:
               | My first thought was "ok, that's the reference video of
               | real Amsterdam, now where is the video from the game..."
        
             | skohan wrote:
             | > you can still clearly see it's a computer game
             | 
             | But I think it's quite amazing that we've gotten to the
             | point where people in this thread are pointing out the
             | details which betray that this is not photorealistic, in
             | order to prove that point.
             | 
             | Even a few years ago, we would have been pointing to the
             | small details which _do_ make it seem photorealistic, like
             | volumetric lighting or well done reflections.
        
               | joshspankit wrote:
               | I suspect that even in 50 years there will still be
               | people pointing out their modern equivalent of inaccurate
               | lighting and saying how it breaks the illusion.
               | 
               | In my decades of watching technology, those voices have
               | always said things with the same tone.
        
             | pprotas wrote:
             | Are you comparing 1 frame of a still that hasn't been
             | rendered in real-time to a video game that is being
             | dynamically rendered at at least (I hope) 30 frames per
             | second?
             | 
             | > you can still clearly see it's a computer game
             | 
             | I'll give you that, but we are comparing this footage to
             | footage of other video games from the past. Can you name a
             | video game that looks more realistic than this? Maybe some
             | of those realistic racing games I guess, but that is a
             | different type of video game. My point is: currently, this
             | is as close as we get to real-life, no? Sure, it can be
             | better (and it probably will be in the future), but I'd say
             | this ranks pretty high.
        
               | treis wrote:
               | All of these demos look way better than the one in the
               | OP:
               | 
               | https://www.youtube.com/watch?v=gi_RW2ofkFY&ab_channel=Ga
               | min...
        
               | riffraff wrote:
               | I think people are reacting to the tweet saying
               | 
               | > almost can't believe this is a video game
               | 
               | Hyperbole is fine but it does tend to cause backlash.
        
               | nine_k wrote:
               | It's a video game, that is, it renders in real time on
               | hardware costing a couple thousand dollars max.
               | 
               | It's not trying to look impeccably realistic cinema level
               | CGI, but it's damn impressive given the limitations of a
               | video game, and of gaming hardware.
        
               | rcarr wrote:
               | I agree. I wouldn't even say it's backlash it's just
               | debugging out loud.
               | 
               | HN users want to test how true a statement is because
               | when you're coding a program, any edge cases that prove
               | your code wrong can literally break everything. I think
               | that begins to rub off on how you perceive all kinds of
               | propositional statements in other areas.
        
               | themitigating wrote:
               | Is that really hyperbole considering the quality?
        
               | shaded-enmity wrote:
               | Yeah, it's much, MUCH different to have those vistas
               | unfold in front of your eyes at smooth 144 fps while you
               | have control over the movement and everything compared to
               | hyperanalizing 1 still frame or a sequence of frames with
               | no real control.
        
         | cehrlich wrote:
         | Yeah, I don't understand negative comments. I don't care if it
         | uses the most state of the art whatever mapping, fact is I used
         | to live on the square where the main part of the video is shot
         | and I was shocked by just how close to reality everything
         | looks. I think it's the most immersive environment I've seen in
         | a game.
         | 
         | The human models aren't as convincing, but there's also dozens
         | of them on screen at once, the developers are still bound by
         | what a pc/console can do.
        
         | bakugo wrote:
         | > Why is HN so negative about amazing things?
         | 
         | There's nothing "amazing" about this. Graphics don't make a
         | good game.
        
           | thfuran wrote:
           | But this is about the graphics, and good graphics pretty
           | indisputably do make good graphics.
        
             | bakugo wrote:
             | These aren't good graphics though, they're realistic
             | graphics. "Good" is subjective, and most people who have
             | been playing games for a decent amount of time have moved
             | past their "realism is the most important aspect of game
             | visuals" phase.
             | 
             | In recent years I've been way more impressed by the visual
             | design of highly stylized, anti-realistic games that,
             | instead of simply trying to look like real life, instead
             | create environments with distinct looks that you don't get
             | anywhere else.
        
         | synu wrote:
         | I didn't read that as spewing hate at all, especially compared
         | to what cesspool forums are capable of. They listed a few
         | things that are still not up to a realistic level, which
         | started some interesting conversations around why that stuff is
         | still hard.
        
           | pprotas wrote:
           | Actually, you are right. Looking back at the comment, I
           | didn't provide constructive criticism to my fellow HN
           | commenters.
        
         | hombre_fatal wrote:
         | People seem to gain something by trying to be the person
         | hardest and last to impress. It's like some sort of Simon
         | Cowell effect where people think being able to point out the
         | flaws in something is a quality of an expert rather something
         | anyone can do about anything.
         | 
         | Gamers and tech forum posters like HNers do this all the time
         | about the things in their wheelhouse that they would say they
         | know a lot about from graphics to React to dev tools to games.
         | 
         | It's boring and I think it's a dreadful thing to practice. A
         | better exercise is to try to see the good things in something
         | and appreciate those in light of the trade offs the thing must
         | make.
         | 
         | Anyone can come enumerate the bad things about something.
        
           | jader201 wrote:
           | I don't disagree with anything you or the parent post said.
           | And while I don't feel like I'm quick to criticize HN posts,
           | I wonder if part of it is that negative/critical comments
           | spark more interesting discussion?
           | 
           | E.g. I saw the CoD video, then clicked to see comments. And
           | while my first thoughts were "yeah, this is pretty stunning,"
           | I didn't have anything else to say.
           | 
           | I wonder if most that agreed also didn't have much to say?
           | Especially since this wasn't a "Show HN" where more positive
           | feedback is targeting the author. There's no one here to give
           | positive (or negative) feedback to, so discussing criticism
           | may be the more interesting discussion?
           | 
           | But I suppose this is pretty amazing tech, too, and there is
           | likely something interesting to discuss there.
        
             | darkerside wrote:
             | Negative thinking usually makes you sound smarter than
             | positive thinking, with less effort. Not a criticism, just
             | an observation. I think you're right that an empty thread
             | would be worse than a bunch of nitpicks.
        
               | ethbr0 wrote:
               | There's an infinite number of reasons something can be
               | wrong: there's only a few it can be right.
               | 
               | Also, basement internet drastically underappreciates the
               | magnitude of effort that goes into creation.
               | 
               | I don't play CoD, but I can appreciate the years of
               | development of work that likely went into this (+ the
               | engine, the libraries, the mocap animations, the sound
               | work, etc).
               | 
               | Is it perfect? No. But it would take an incredibly large
               | and well-funded team a lot of calendar time to produce
               | anything that surpasses it.
               | 
               | So kudos to the entire team at Infinity Ward for making
               | something and shipping!
        
             | mikkergp wrote:
             | It is kind of sad though, and I say this as someone who has
             | been trying to analyze more of my own negative reactions
             | and be more positive. A video like this has so much
             | potential to to inspire. And in that vein I do think it's
             | pretty cool, I hope at some point someone makes a "game" or
             | simulation that's just an open world earth with some land
             | air and see vehicles. (Time travel would be neat too, but
             | that's a lot of continent) Moon would be cool to, though a
             | bit less varied :-)
        
             | iLoveOncall wrote:
             | This is an even bigger issue, people feeling like their
             | opinion is so important they HAVE to have one and they HAVE
             | to share it.
             | 
             | If you don't have anything to say beyond "yeah it looks
             | awesome", upvote and move on.
        
           | BolexNOLA wrote:
           | I distinctly remember a shift in the quality of my colleagues
           | when I started noticing they all pointed out what was _good_
           | about my equipment /work (I'm a video/audio producer and
           | editor). They saved critiques and suggestions for when I
           | solicited them.
           | 
           | I always attributed it to people needing to reaffirm that
           | they are experts. They don't really care what they are
           | talking about, they just want everybody to hear them
           | contribute. Perhaps it's because they are defensive about
           | their own skill level and are feeling "imposter syndrome." Or
           | maybe they are just super egotistical, who knows. Psychology
           | is complicated haha
        
           | kotlin2 wrote:
           | One adage I like: "pessimists sound smart, optimists make
           | money."
        
           | zasdffaa wrote:
           | With you, and I hate the destructiveness of it. I notice
           | thought, it's those who have least to offer are first to
           | criticise. Look at the comments of those who are genuinely
           | good (eg. BeeOnRope here on HN) and you see a far more
           | tolerant and constructive responses.
        
           | themitigating wrote:
           | "People seem to gain something by trying to be the person
           | hardest and last to impress. "
           | 
           | It's not considered positive to be impressed easily and
           | often, that's similar to how a child acts, which equates with
           | immature for most people. Also, if you are hard to impress
           | then you must have experienced more than those easily
           | impressed. For some it's a way to appear superior with just a
           | simple opinion. Basically arrogant assholes.
           | 
           | The alternative is cynicism but then again that's also
           | sometimes used to seem elite.
        
         | rcarr wrote:
         | Poster of the waves and squelch comment here. I probably should
         | have added that I too find it an incredible achievement before
         | listing the things I noticed that were off. I listed those
         | things because I know that the people who work on these games
         | and engines frequent hacker news so if I point the main things
         | out that I've noticed as being off then it's feedback for those
         | guys as to what to work on next. Things like the NPC animation
         | are pretty obvious but stuff like the lack of squelch are easy
         | to overlook.
         | 
         | I also like to hear from people involved in these things, who
         | may post a comment or reply about efforts going into solving
         | these challenges. I've learned some cool things about Far Cry 2
         | which I didn't know about after posting that comment.
         | 
         | Nothing should be above criticism. The Titanic was an amazing
         | achievement for its time but thankfully we have learned from
         | its mistakes and now build better and safer ships as a result.
         | We need both praise and criticism in the world in order to
         | succeed. Whilst it is tempting to "bake a cake filled with
         | rainbows and smiles and everyone eat and be happy" it does not
         | lead to happiness or successful outcomes in the long term.
         | 
         | To paraphrase Ferris Bueller, we should "stop and look around
         | once in a while, else you might miss it". We should especially
         | do this after our successes. But nonetheless, the world spins
         | ever onwards and we should aim to improve with every iteration
         | of that spin lest we fall backwards.
        
         | rvz wrote:
        
         | draw_down wrote:
        
         | brandall10 wrote:
         | I'd consider the criticism more uncanny valley type stuff -
         | because it looks of a certain quality the flaws are more
         | evident. It seems for the most part the excellence here is in
         | the art design taking advantage of modern GPUs and the
         | criticism is warranted from a technical perspective.
        
           | z9znz wrote:
           | > uncanny valley
           | 
           | I think this is it. When the games are less realistic
           | overall, the mind can still suspend disbelief. And in fact it
           | often does; so low-fi everywhere is all accepted and
           | forgotten.
           | 
           | Who hasn't read a book (or in the HN crowd, also played a
           | text MUD) and become completely lost in the fictional world?
           | 
           | But once we hit that near-perfect, we stop suspending our
           | disbelief (or the bar is raised near the top); so the
           | imperfections which are detectable become jarring.
        
         | kqr wrote:
         | Where you see negativity and hate, I see constructive criticism
         | and an honest conversation about flaws out of love for the
         | craft and a desire to get the best we can.
         | 
         | We don't improve things by gushing over how great they are
         | already. We improve things by pointing out where improvement is
         | possible. Clearly there are game devs (past, current and
         | future) reading these discussions. Maybe just one can be
         | inspired to solve one of the technical challenges mentioned?
        
           | skohan wrote:
           | This type of criticism sometimes seems to capture the spirit
           | you're describing, but sometimes it seems to verge on
           | entitlement when talking about video games.
           | 
           | I think it was John Carmack who bemoaned the fact that the
           | video game audience quickly accepts any advancement in
           | graphics as the new status quo for gaming, and complains
           | about any game which doesn't immediately match it.
           | 
           | I think consumers of the medium don't always appreciate the
           | technical achievement which modern AAA video games represent
           | - it's maybe one of the few domains of computing which
           | demands the people working on it to use 100% of the hardware,
           | and to pull tons of dirty tricks to eek out every last bit of
           | performance.
           | 
           | So sometimes it seems the audience attributes something to
           | laziness, just because something is missing they have seen in
           | another game, while what they are seeing is the result of
           | very talented engineers working overtime to deliver a
           | miracle.
        
           | saiya-jin wrote:
           | Well yes and no. If general tone of most discussions is just
           | critical, overall mood is crappy to be polite. If you are in
           | crowd of complainers, even if they keep saying its
           | constructive, its a properly depressing place to be. Life is
           | not just numbers, points, striving for perfection. What makes
           | us humans is much, much more.
           | 
           | This short video looks amazing, specifically _because_ its
           | not state of the art in engine work and current level of
           | tech. Yet you feel like you are there, on one of the canals.
           | Many games these days use better meshes and have higher count
           | of triangles and other techniques yet they don 't deliver
           | these emotions to those who visited Amsterdam.
           | 
           | And games were, are and always will be about emotions.
        
       | lm28469 wrote:
       | Do people not know what real life looks like anymore ?
       | 
       | Not even a second in the video you can see some weird artefact
       | through the car windshield, the lighting looks completely off too
       | 
       | What fools us is the low res + motion blur, pause the high res
       | video at any point and it looks like a video game:
       | https://www.youtube.com/watch?v=X_LlSR6-ibA
        
         | nothis wrote:
         | Just had the video play without sound and my girlfriend said
         | she thought it was real before she noticed the overlay text
         | being weird. We just went to Amsterdam, too
         | 
         | I agree that we'll be shaving off these last 3% of visual
         | artifacts for a while (honestly, on a good setup, games have
         | been looking like this for 5+ years, the main thing this video
         | has is photogrammetry and lighting). But this _does_ look
         | realistic.
        
           | lm28469 wrote:
           | It look like an architecture renders from 2010. The last 3%
           | will never be shaved off because we're not using the right
           | techniques. CGI in star wars are realistic, as in you they
           | can fool 99% of people even when paying close attention.
           | Video games are realistic if you glance at a video of them
           | from 3 meters away while being busy doing something else
           | 
           | I guess it depends on your definition of realistic, I'm a
           | photographer, everything screams "fake" in these supposedly
           | "realistic" games. Some of them are artistically pleasing
           | (rdr2, tlou2, &c.) I'll give you that, but everything is off,
           | the lightning, the camera movement, shadows, reflections,
           | depth of field, motion blur, textures, ...
        
       | jmyeet wrote:
       | My first thought is this is really getting into the uncanny
       | valley. Some things look incredibly realistic that it highlights
       | how other things don't and overall creates a bit of a jarring
       | effect. Some random thoughts:
       | 
       | 1. You see the sidewalk on the bridge is wet like it's been
       | freshly rained on. Other things don't look like this. The bridge
       | is higher than the road on the far side so should be drier but
       | the road looks drier;
       | 
       | 2. The boat just looks off to me. It's like it's too "clean";
       | 
       | 3. Of course the movement of people is off. Games just haven't
       | conquered this yet.
       | 
       | 4. The water also looks off given the lighting and the
       | conditions. It should be murkier rather than dark with an almost
       | oily finish;
       | 
       | 5. It looks like the near side of the canal is in shade but I
       | don't really see the line from whatever is obstructing this
       | (assumedly it's buildings to the "left"). The Sun is low in the
       | sky to the left;
       | 
       | 6. The sky just doesn't seem to match the expected position and
       | lighting from the Sun.
       | 
       | Don't get me wrong: it is amazing, particularly rendered in real
       | time. But there are uncanny valley artifacts.
        
       | jayflux wrote:
       | This looks Amazing, but one thing I found jarring was the
       | animations. It feels like game developers haven't improved how
       | NPCs walk since GTA 3. I don't know if it's because every NPC has
       | the same gate or something but it's odd.
        
         | iknowstuff wrote:
         | GTA 4 was a breakthrough in ped animation due to their Euphoria
         | engine. GTA 3, on the other hand, is memed to this day for the
         | way they made women move their hips when walking. :)
        
         | brap wrote:
         | I thought the exact same thing. Relatively to everything else,
         | it almost feels like game developers aren't giving it any
         | attention. Obviously they are, so what is it about NPC
         | animation in particular that makes it so difficult? Even facial
         | expressions seem pretty good nowadays...
        
           | Pulcinella wrote:
           | In this specific case I could imagine it's just a very low
           | priority. It's a first person shooter where the vast, vast,
           | vast majority of the time you are exchanging gunfire with
           | enemy characters or other players. Except for small sequences
           | like the one in the OP, you are very rarely ever interacting
           | with NPCs in a non-violent manner outside of cutscene (makes
           | for some easy talking points about the state of the AAA games
           | industry) so I imagine those animations don't receive many
           | resources budgeted towards them.
           | 
           | CoD Infinite Warfare (I.e. "the one in space") had sequences
           | in between every mission where you could talk and interact
           | with the crew of your spaceship and the NPC animations were a
           | lot better there. Also they had a lot of NPCs modeled after
           | celebrities for some reason (e.g. F1 driver Lewis Hamilton)
           | so there was likely pressure to animate the NPCs better.
        
       | tkiolp4 wrote:
       | Meh. I don't care much about how realistic it looks like. I care
       | about how realistic the interactions are, this is: can I break a
       | car in two? Can enter any building? Can I make a hole in the
       | ground? Can I cut trees? Can I kiss NPCs? Can I demolish any
       | building? Sadly, games are not optimizing for these kind of
       | interactions.
        
         | GekkePrutser wrote:
         | Try doing something like that in the real world and you will
         | not be doing anything for many years :)
         | 
         | In the real world you can't enter or demolish any building you
         | want. So it makes sense for games not to offer this either
         | until it's an actual plot point to do so.
        
         | rtlfe wrote:
         | > Can enter any building? Can I make a hole in the ground? Can
         | I cut trees? Can I kiss NPCs? Can I demolish any building?
         | 
         | I'd really prefer for the developer to focus on the gameplay
         | and plot rather than make a perfect simulation of earth. What
         | you describe sounds like a cool sandbox, like Flight Simulator,
         | but isn't appropriate for most games.
        
         | aerovistae wrote:
         | It's not really practical or sensible to task your developers
         | with making sure that Spiderman can start digging a hole if he
         | wants to. In the long run probably frameworks will start to
         | handle these things - soil mechanics, building infrastructure,
         | metal deformation, and so on, and then all games will start to
         | include them by default by gradual degrees. But hoping the game
         | developers themselves make working hedge trimmers instead of
         | focusing on actual gameplay is silly.
        
           | LawTalkingGuy wrote:
           | If you can't rip a car in half or see the insides of a
           | building then battle damage will look like it's painted on.
           | 
           | If Spiderman can't move a bit of rubble (he doesn't really do
           | dirt) then he can't pull something into or out of place to
           | free a friend or trap an enemy.
           | 
           | It's (all) the little things that are in the way of a game
           | feeling immersive and appealing to people who aren't just
           | into the main mechanic (ie shooter on rails).
        
         | FredPret wrote:
         | On that note, can you shoot through anything?
         | 
         | In real life, you can punch holes in and through buildings and
         | trees, given enough bullets and a high enough caliber
        
           | Rimintil wrote:
           | Only certain wood materials and glass.
        
       | ekianjo wrote:
       | Not really if you look at people walking around for more than 1
       | second. Character animation has always been the weakest point of
       | video games.
        
         | TillE wrote:
         | Of CGI in general. I like Rogue One a lot, but they were _way_
         | too proud of their awful rendition of Grand Moff Tarkin, giving
         | repeated closeups to an incredibly fake face.
         | 
         | The biggest budgets in Hollywood still can't escape the uncanny
         | valley.
        
         | saint_angels wrote:
         | I think the main problem here is with transitions between
         | animation states and matching each animation to the context. If
         | ML motion matching[1] becomes popular in the industry, I think
         | it would smooth out these issues a lot.
         | 
         | [1]https://www.youtube.com/watch?v=16CHDQK4W5k
        
           | ricardobeat wrote:
           | I remember this being solved over ten years ago, without ML,
           | there was this software that seamlessly blended between poses
           | and activities (morphine or something like that?). I wonder
           | what happened to them. Unreal 5 also has similar tech.
        
             | saint_angels wrote:
             | can't find anything on "morphine", but animation blending
             | is something that Unity/Unreal/etc had for a while.
             | Although, I don't think any publicly available engine
             | solves this like Ubisoft ML models do. Usually it requires
             | at lot of work to look seamless
        
       | GekkePrutser wrote:
       | I know that area, it is very accurate. Wow. Really a major step
       | forward.
       | 
       | Sure there's some things 'off' but there is so much right. Wowwww
        
       | Gregam3 wrote:
       | I used to like 20 seconds from this exact spot, even though I
       | believe it. I'm in some disbelief that this is real, it's just so
       | accurate.
        
       | Axsuul wrote:
       | Just missing the window girls
        
       | z9znz wrote:
       | It looks incredible.
       | 
       | Although this beautiful recreation is missing the endless
       | tourists aimlessly walking on bike paths and the very loud
       | conversations between Dutch people (their talking volume is what
       | many of us consider yelling, but that's just normal).
       | 
       | Once we get VR headsets that are maybe twice as good as the best
       | now, and we have high quality simulations, the scifi stories of
       | people choosing living in unreality seem more plausible.
        
       | akaike wrote:
       | Except the human models, this looks really amazing. At first
       | glance I really thought it's just some edited after effects video
       | :)
       | 
       | Amsterdam looks very pretty!
        
       | 8note wrote:
       | I'd really want to see the not just bikes described
       | infrastructure in action. Lots of bikes, sidewalks that stay at
       | sidewalk level when they cross streets, roads vs streets with
       | transitions between them etc
        
       | amelius wrote:
       | It looks incredibly realistic in Google Streetview too. A
       | technology from, what, 10 years ago?
        
       | hypersoar wrote:
       | I'm reminded of this blog post[0] from 2017 about bad tone
       | mapping in video games. A game can put all the work it wants into
       | realistic puddle reflections, but it'll still scream "video game"
       | to your eyes if the color grading is so out of whack that it
       | couldn't possibly be a real scene. That post is focused on how it
       | was done wrong so often in the early days of HDR.
       | 
       | This clip has lots of things that stick out to me as video gamey,
       | but the color is on-point. I suspect that's a huge part of the
       | realism.
       | 
       | [0] https://80.lv/articles/games-look-bad-hdr-and-tone-mapping/
        
       | m3kw9 wrote:
       | I give props for also detailing the interiors of shops. Most
       | games will just close the door and put a piece of opaque piece of
       | glass
        
       | sylware wrote:
       | does it have a vulkan backend?
        
         | Rimintil wrote:
         | DX12 on Windows and Xbox.
        
           | sylware wrote:
           | If I recall properly wine has a dx12 to vulkan translation
           | layer (which is not dxvk)?
        
       | mkl95 wrote:
       | It looks like they invested a ton of money on texture
       | optimization and lighting algorithms. However the animations look
       | like the basic skeletal animation / skinning you can learn from
       | an OpenGL/DirectX tutorial. That imbalance is kind of weird.
        
       | krangfu wrote:
       | Game and movie too different thing.
        
       | greenthrow wrote:
       | "Brand new AAA game looks incrediby realistic" has been a very
       | banal observation for the last 20 years.
       | 
       | If this were a link to a discussion of some special technique
       | that the creators of the last CoD used maybe that would be
       | interesting. But this is lacking in any kind of substance.
        
         | GekkePrutser wrote:
         | Did you watch it? I really think this is very next-level.
         | 
         | It's not perfect yet, definitely not but it's a major step IMO.
         | Perhaps it helps that I know the city.
        
           | kingkawn wrote:
           | The next tier of mediocrity
        
             | GekkePrutser wrote:
             | What game looks much better than this?
        
               | dymk wrote:
               | TLOU2, Red Dead Redemption 2, Horizon Zero Dawn 2
               | 
               | RDR2 in particular looks much more realistic. More
               | detailed terrain, better lighting, leagues better
               | character animations.
        
       | acapybara wrote:
       | Needs more people riding bicycles.
        
       | 4oo4 wrote:
       | CoD has a history of being very selective about what parts of
       | their games are realistic.
       | 
       | https://www.youtube.com/watch?v=ttjSaW-lSNQ
        
       | layer8 wrote:
       | What stood out to me in the second video is that the walla
       | (background noise/chatter) didn't match the relatively low number
       | of visible people, and also didn't change when moving around
       | (until the player entered the side alley). Realism isn't just
       | visual.
        
       | vl wrote:
       | Is there a good single player mission in this new CoD, or is it
       | all optimized for online grinding, as it used to be?
        
         | mdswanson wrote:
         | I enjoyed the single player campaign. Yes, it's more of an
         | interactive movie at times, but there are some fun
         | scenarios...and the graphics are insane. Took perhaps 6 hours
         | to play through.
        
       | password321 wrote:
       | Seems like their world models are outpacing the development of
       | their NPCs because they immediately ruined the immersion.
        
       | 29athrowaway wrote:
       | Amazing. I wonder if the textures come from photographs.
       | 
       | Here there's a higher quality video
       | 
       | https://www.youtube.com/watch?v=X_LlSR6-ibA
        
       | nojvek wrote:
       | Both Nvidia and Intel have some amazing papers on real time ray
       | tracing by using neural nets to filter noise and upsample.
       | 
       | https://m.youtube.com/watch?v=VxbTiuabW0k
       | 
       | I wonder if those techniques were used.
       | 
       | If metaverse looked like this instead of crappy new horizons app,
       | i'd be a lot more interested.
       | 
       | This reminded me of the lara croft demo unity had a while back.
       | 
       | Amazing to witness evolution of realism in games.
       | 
       | I visited Amsterdam a while back and couldn't tell from first few
       | seconds whether it was real or not. The jerky human movement gave
       | it away though.
        
       | rizz0 wrote:
       | Amsterdam local here -- in fact, I live in exactly this street.
       | Where the first cartel guy gets subdued is where I get my coffee,
       | and the people that live in the canal houses are my neighbors.
       | (My house may or may not be in the map, would have to play the
       | game to check.)
       | 
       | Fun facts:
       | 
       | (1) A year or two ago several guys spent days using some sort of
       | device to scan all buildings in our street. They got complaints
       | from several bar owners and tenants as they appeared to be taking
       | photographs inside the buildings, and they wouldn't explain why.
       | I wouldn't be be surprised if it was for this map.
       | 
       | (2) The footage is hyperrealistic not just graphically, they got
       | the details right with surprising accuracy. Even the garbage bins
       | are in exactly the right place. (It's also not unlikely that a
       | guy could be subdued like this without people being too
       | surprised, as tourists like to use this district to get wasted
       | 24/7.)
        
         | echlebek wrote:
         | Comments like this are why I love the internet, cheers!
        
         | stuaxo wrote:
         | They seem to have missed the absolute shedload of bikes.
        
           | ricardobeat wrote:
           | This area has few bikes compared to the rest of the city, due
           | to the sheer amount of foot traffic. Truckloads of british
           | tourists are unloaded here every day.
        
       | nlstitch wrote:
       | No cycling people and no people riding scooters... hmm
        
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