[HN Gopher] The Gates of Argonath in VR at 50 FPS on Unreal Engine
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       The Gates of Argonath in VR at 50 FPS on Unreal Engine
        
       Author : huhtenberg
       Score  : 192 points
       Date   : 2022-12-15 08:38 UTC (14 hours ago)
        
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 (TXT) w3m dump (old.reddit.com)
        
       | huhtenberg wrote:
       | I think it's worth taking a step back and just marveling at
       | what's now possible to do with an off-the-shelf software.
       | 
       | Yeah, it's "just" 50 fps, but ... would you just look at it!
       | 
       | 4 years ago there was an equally fascinating "Paris apartment" VR
       | demo, but the movement was limited and the amount of work that
       | went into appears to have been orders of magnitude more -
       | https://www.benoitdereau.com/
       | 
       | Go back 10 years and seeing this back then would've been
       | absolutely bananas.
       | 
       | Makes you wonder what we'll have in 10 years from now.
        
         | Daub wrote:
         | Off the shelf yes, but wow.... The requirements for Unreal are
         | unreal.
         | 
         | Recent versions handle real-time global illumination (Lumen)
         | and dynamically render geometry to insane levels of detail
         | (nanite). Both of these are groundbreaking achievements. But
         | having had to install this in a bunch of university computers I
         | can tell you that it comes at a cost.
         | 
         | Interestingly, the most significant issue is the space these
         | installations require. We have optimized our installation as
         | much as we can, but we nonetheless had to introduce systems
         | whereby local storage was wiped clean every two weeks.
        
           | solardev wrote:
           | Wait, disk space was the limiting factor, not GPUs?
        
             | chabad360 wrote:
             | Yep, unreal is surprisingly efficient on the graphics side
             | of things, but it also wants 70-something GB just to
             | install and that's before it starts setting up the graphics
             | cache which adds another 40 GB iirc.
        
               | jupp0r wrote:
               | 1TB SSDs are $90.
        
               | birksherty wrote:
               | HN is rich and detached from reality in other parts of
               | the world. People still have to manage their savings to
               | buy storage in non rich world.
        
               | jupp0r wrote:
               | How much is the rest of a VR setup?
        
               | chabad360 wrote:
               | Yes, but it's a bit hard to convince your boss to allow
               | buying a lot of them (just 10 is already $900).
        
               | jupp0r wrote:
               | I found it harder to justify those VR goggles.
        
               | yamtaddle wrote:
               | And thanks to inflation, while $90 used to be like six to
               | eight bags of groceries not that long ago, now it's only
               | two or three. So that's not like you can buy much else
               | with that $90.
        
               | jbverschoor wrote:
               | And 2TB is like $120
        
             | Daub wrote:
             | Yep. The install size of unreal is a known issue:
             | https://m.youtube.com/watch?v=n7vwGnKSbmE&feature=youtu.be
             | 
             | Our lab computors have 500gb of space. Each time a new
             | profile is activated by a student, that eats up around 5 to
             | 10 gig. In addition... Video editing eats up storage space
             | like there is no tomorrow (the Cache requirements of
             | Resolve are another issue). Nanite supports scene with very
             | dance meshes (downloaded directly from Unreals online
             | store). These add up quickly in terms of file size,
             | especially as each comes in several versions, with multiple
             | levels of detail.
             | 
             | Ideally we would have liked to install more than one
             | version of Unreal. Unreal updates regularly and files
             | created with each version cannot be guaranteed to be opened
             | by subsequent versions. However, this was one saving we
             | made.
             | 
             | There are sample files which are actually very instructive
             | but which we did not install.
             | 
             | All of these issues compounded and towards the end of sem
             | we were having a tough time.
        
               | jbverschoor wrote:
               | A 2tb ssd is little over 100. There's no good reason this
               | isn't upgraded
        
             | smoldesu wrote:
             | I couldn't find the exact video, but Digital Foundry did a
             | great breakdown on the performance bottlenecks in Unreal 5.
             | They showed how disk speed directly influenced asset
             | streaming, and it was pretty interesting to watch. Their
             | HDD-speed drive choked constantly when running the UE5
             | demo, but a SATA SSD had enough bandwidth to handle the
             | assets.
             | 
             | So, it's kinda a weird spot to be. Not every scene was
             | streaming 250mb/s of assets, but when it _did_ the worse
             | drives took a notable hit to performance.
        
               | adgjlsfhk1 wrote:
               | Are these types of assets typically compressed?
        
               | smoldesu wrote:
               | Depends on the system, AFAIK. Modern consoles have so
               | much disk bandwidth that compression is completely
               | unnecessary, but PS5 and Xbox both have APIs for
               | streaming and decompressing compressed assets. I haven't
               | seen any titles using them, and it's doubtful that we'll
               | reach a point where it's required with modern systems.
               | 
               | That being said, compression would be an interesting
               | avenue to explore for SD cards and SATA drives. The
               | performance add can be pretty marginal, but sometimes
               | that's just what these drives need.
        
           | MisterTea wrote:
           | > The requirements for Unreal are unreal.
           | 
           | This has been true since 1998.
        
             | Daub wrote:
             | True. But the recent releases are a little better. We
             | looked into using Unreal at school a few years ago but
             | rejected it. This year was the first time we felt that our
             | lab machines were equal to the task.
        
       | djmips wrote:
       | 50 FPS is too low. There's a reason that 90 FPS is the low bar
       | for VR.
        
         | rngname22 wrote:
         | Nah. Not once you are experienced. Agreed as far as beginners.
        
         | contravariant wrote:
         | For something this big and far away you'd think there would be
         | a way to cheat.
         | 
         | It's not as if things are going to move massively if you move
         | your head a bit, you should be able to precalculate things to
         | an extent.
        
           | jayd16 wrote:
           | Most VR headsets/runtimes support this but it only goes so
           | far. The closer things are the more occluded sections will
           | need to be in-painted. The farther the scene is the more it
           | might as well be a skybox at infinite distance.
        
           | jffry wrote:
           | There is such a way to cheat, and it's pretty clever. Store a
           | depth map and just approximate parallax while you're waiting
           | for a real new frame.
           | https://en.wikipedia.org/wiki/Asynchronous_reprojection
        
         | Toutouxc wrote:
         | 90 FPS for redrawing the image according to the motion of your
         | head, but the actual rendering of the scene can be much slower.
         | Motion reprojection is basically the only way to make GPU-
         | intensive games like MSFS playable in VR on < $1000 GPUs.
        
           | jayd16 wrote:
           | Retrojection is great but it can't make up for 50 fps.
        
       | peoplefromibiza wrote:
       | As someone who never appreciated VR, this looks great.
       | 
       | Now please do the Ishtar Gate
       | 
       | https://en.wikipedia.org/wiki/Ishtar_Gate
        
       | Loic wrote:
       | Thinking about it, it could be a very good tool to help cure fear
       | of heights (or vertigo, not sure about the right term in
       | English).
        
         | time_to_smile wrote:
         | If you haven't played it, I highly recommend Richie's Plank
         | Experience [0].
         | 
         | The main focus of the game is you take an elevator to the top
         | of a building, there is a plank an you jump off it.
         | 
         | I've found depending on the age of the participant the
         | experience ranges from light fun to harrowing encounter with
         | our own fears of death. I've seen people that, if it's their
         | first time in VR, can take nearly an hour to finally do it.
         | 
         | 0. https://www.oculus.com/experiences/quest/1642239225880682/
        
       | zokier wrote:
       | One thing that sticks out like sore thumb are those relatively
       | low-res rock textures, especially close-up. Would be neat to see
       | some procedural generation there.
       | 
       | For reference here is the scene from the movie
       | https://www.youtube.com/watch?v=EN7kG7Ui7Bg
        
       | causi wrote:
       | Am I alone in thinking most of this year's Unreal Engine
       | demonstrations are just...not that great? Like, this is what
       | graphics looked like on the Xbox One from nine years ago:
       | https://halo.wiki.gallery/images/1/12/H5G-Waypoint-Swords_of...
        
         | oneoff786 wrote:
         | Halo 9 nine years ago looked like this
         | 
         | https://images.app.goo.gl/wbcDbmHJhcUsxB5YA
        
         | djmips wrote:
         | 1 is the loneliest number.
        
         | jayd16 wrote:
         | The technology at play is about handling scaling detail. You
         | can now use very large _and_ very detailed models so your
         | scenes look good from close and afar. A single shot misses the
         | point.
         | 
         | What makes that shot look good are just the post effects, eg.
         | depth of field and god rays.
        
         | bogwog wrote:
         | Nanite gives you high fidelity and Lumen gives you physically
         | accurate lighting, but those things can't replace good art
         | direction.
        
         | et1337 wrote:
         | There's no accounting for taste, but another reason why the
         | Unreal advancements are a big deal is improved productivity for
         | artists. The geometry in that Xbox One screenshot was
         | painstakingly optimized by some poor overworked artist, whereas
         | this guy just threw together a couple billion polygons and UE5
         | didn't even flinch.
         | 
         | edit: not to mention the lighting in the Xbox One screenshot
         | was also pre-baked and probably manually tweaked, compared to
         | real lighting updated in realtime in UE5.
        
         | ainiriand wrote:
         | Well that screen capture is taken from a cinematic scene if I
         | am correct. UE demonstrations are real-time playable
         | environments.
         | 
         | Have you tested the Valley of the Ancients demo on your
         | computer? You will see what I mean.
        
         | kuschku wrote:
         | The quality of nanite heavily depends on your model. You can
         | use photogrammetry scans or CAD exports directly, and nanite
         | will make sure they'll look good. But if you just use existing
         | videogame or fanmade assets (like here), the quality obviously
         | suffers.
        
         | sk0g wrote:
         | That screenshot does not look rendered in game, and no idea
         | what the resolution is - at least not by an Xbox One. If
         | current games are indistinguishable from single-frame renders
         | that take minutes if not hours, I'd say that's a massive win!
         | 
         | This looks more like the actual in-game rendering:
         | http://cdn.themis-media.com/media/global/images/library/deri...
         | 
         | What stands out to me is the low resolution textures
         | everywhere, obvious seams between terrain and assets (runtime
         | virtual texturing resolves that), light seams which have odd
         | seams, and the entire ambience being vaguely similar to how
         | light acts, but not really - primarily the lack of bounce
         | lighting affecting anything. With the move to HDR, the more
         | binary lighting of previous games looks weird too now.
         | 
         | Contrast that with the rich detail in lighting you can see in
         | Fortnite's new update - https://i.redd.it/g2wqe10no44a1.jpg
         | 
         | Nanite, especially foliage, is something you have to experience
         | for yourself though. Foliage pop-in not being so stark and
         | alarming is huge for me, and the rich lighting capabilities
         | improves immersion massively.
         | 
         | Regarding assets, high polygon assets have been created for
         | ages too, but were never actually brought in to games. You bake
         | those details into your normal maps, but with Nanite you can
         | just bring them into games, and get the full detail when the
         | player is up close to them. When games can fully embrace Lumen
         | and Nanite, the developer iteration improvement will be huge.
        
       | Tepix wrote:
       | I think it will be commonplace to virtually walk around in movie
       | scenes turned into 3d scenery by AI by the end of next year. I
       | can see this turning into a real industry. Who wouldn't like to
       | wander, fly and swim around Pandora, the world of Avatar?
       | 
       | It will also lead to questions about the copyright of the
       | resulting models, probably somewhat dependant on how automated
       | this process is.
        
         | AussieWog93 wrote:
         | >Who wouldn't like to wander, fly and swim around Pandora, the
         | world of Avatar?
         | 
         | Sure, like once or twice? I could see it getting old fast,
         | though.
        
           | andybak wrote:
           | You might get bored with a specific location but not the
           | general concept.
        
             | vlunkr wrote:
             | I disagree. VR is cool, but just walking around with
             | nothing to do is not that interesting now.
        
               | andybak wrote:
               | Do you feel the same way about real life locations?
               | Exhibitions? Galleries?
               | 
               | Obviously nobody is saying "VR is the same as real life"
               | but surely to some degree it's the content of the
               | experience that determines whether something is
               | interesting. Some locations would be fascinating to walk
               | around even if there's technically "nothing to do".
               | 
               | I'm not much of a gamer so my interest in VR has always
               | slanted towards towards the more passive experiences. In
               | fact quite often don't want my enjoyment spoiled by
               | having to complete tasks or solve puzzles just to get
               | around.
        
             | bemmu wrote:
             | Make them hangout spaces for VRChat and people will spend a
             | lot of time in them.
        
             | lajamerr wrote:
             | I'd like a version of Tokyo that is hyper detailed and
             | functioning transit system/lines.
             | 
             | Spend a week preparing for a trip on how to navigate the
             | city before actually going.
        
               | spaceman_2020 wrote:
               | I'd like a version of my city without trash and traffic!
        
               | astrange wrote:
               | You don't need practice for that, all the signs are in
               | English and you just use Jorudan for route planning. Or
               | Google Maps if you must, though it's gotten worse over
               | time.
               | 
               | nb: you may need practice to navigate Shinjuku station
        
             | markus_zhang wrote:
             | I don't know but then agree. The general concept sounds
             | boring to me but I can see how this can be interesting for
             | many people. For example as a Starwars fan someone must
             | want to fly the same scenes in VR for a few times.
             | 
             | But I think the better is to train AI to generate scenes
             | based on description such as "dogfight in P-51 with German
             | ME-109 in WW2 for 15 mins" and after some computation the
             | player gets to play this game in VR for 15 mins. The
             | problem is how to make it possible at low cost as player
             | will probably just pay a few bucks for such experience (but
             | you can always resell the popular ones many times)
        
           | mejutoco wrote:
           | Once that stops being exciting we could tell AI to create new
           | worlds combining others such as mixing the Smurfs and
           | Pocahontas worlds... I wonder what it could come up with /s
        
         | Mountain_Skies wrote:
         | The Trek community created a pretty detailed model of the
         | Enterprise-D, but took it down due to copyright concerns. It's
         | still floating around if you know where to look but it's a real
         | shame that development on it had to stop out of legal fears,
         | well founded or not.
        
         | onion2k wrote:
         | _I can see this turning into a real industry. Who wouldn 't
         | like to wander, fly and swim around Pandora, the world of
         | Avatar?_
         | 
         | Me. It sounds boring. I couldn't give a damn about exploring
         | someone else's fantasy world. This is a bit odd because I love
         | open world video games. I guess I need a reason to spend time
         | there.
        
           | dvngnt_ wrote:
           | if you watch TV, movies, read books, post games, or exist,
           | you're already exploring someone else's world
        
           | Taylor_OD wrote:
           | Once we can generate the world quickly, how far are we from
           | generating things to do in that world?
        
             | LeanderK wrote:
             | I think ChatGPT showed exactly that we are not that far
             | away. ChatGPT fine-tuned on the specific world could
             | generate quests and make every NPC able to get interacted
             | with
        
         | SideburnsOfDoom wrote:
         | > It will also lead to questions about the copyright of the
         | resulting models
         | 
         | I very much doubt it. Within the Movie business, the ownership
         | of "digital assets" such as 3d models, who keeps what, and what
         | they can legally do with it, is the subject of long and
         | detailed contracts between the film studio, VFX houses,
         | subcontractors etc. Ownership is well-covered, if not exactly
         | "clear" if you're not versed in the law regarding it.
         | 
         | A third party using any technique (AI included) to re-create a
         | look-alike of such an asset, and to monetise this, would surely
         | attract the "eye of Sauron" of the big studios to turn it's
         | withering gaze upon them, and to send out a well-armed
         | detachment of lawyers.
        
         | oneoff786 wrote:
         | > Who wouldn't like to wander, fly and swim around Pandora, the
         | world of Avatar
         | 
         | This is a good example of the fundamental limits of headset VR.
         | Jumping into a lake will never feel real. Not by touch,
         | obviously as you can't get wet. Not by physical movement
         | because you almost certainly can't move downwards irl. Not by
         | the weight of water around you or the buoyancy you expect to
         | feel. Not by the rotation you would expect to have in water.
         | Probably not by the stroke propeller movement or the
         | correlation of your breath. And of course probably overly
         | smooth movement to avoid motion sickness.
         | 
         | The difference between controlling a flying camera through
         | water and believing you're swimming is pretty big.
        
           | baandang wrote:
           | Exactly. We don't have virtual reality at all. We have
           | virtual remote viewing with sound.
           | 
           | We are basically at the Eliza stage of VR with a bunch of
           | people pretending Eliza is not that far from passing the
           | Turing Test.
           | 
           | Once we have virtual skin sensation and virtual physical
           | movement there is no intellectual debate about any of this.
           | Just instruction tutorials about how to have the experience
           | because no marketing needed.
           | 
           | Once we have this I can think of far more interesting things
           | than swimming around in the Avatar movie.
        
           | zimpenfish wrote:
           | > Not by touch, obviously as you can't get wet [et al]
           | 
           | What you need is a home version of the 4DX cinema setup. If
           | VR lasts another 5 years, I'd put money on someone making one
           | of those in that timeframe.
        
           | Jeff_Brown wrote:
           | This led me to imagine people who learn to swim in VR and,
           | because breathing is counterproductive underwater, then drown
           | IRL.
        
             | ChoGGi wrote:
             | Then the family suing as the city doesn't have signs
             | warning of holding your breath while underwater.
        
         | avian wrote:
         | > It will also lead to questions about the copyright of the
         | resulting models
         | 
         | I'm sure there will be no questions there.
         | 
         | The questions about the copyright of models like DALL-E, Stable
         | Diffusion, etc. exist solely because it infringes on the rights
         | of thousands of random artists all around the world. There is
         | no one single entity with enough power to clearly oppose it so
         | people making the models can get away with "questionable
         | copyright", "legal gray area", etc. kind of talk.
         | 
         | Try the same with a model trained on a single movie created by
         | a multinational with infinite money and all this will be
         | resolved and defined real quick and strongly worded cease &
         | desist letters sent out by end of work day.
        
           | Tepix wrote:
           | What if you train your AI model with three dozen films about
           | ancient egypt and then generate a new 3d world out using the
           | model? Seems fuzzy.
           | 
           | But what if you use only three films? Or two?
        
           | astrange wrote:
           | > people making the models can get away with "questionable
           | copyright", "legal gray area", etc. kind of talk.
           | 
           | Where are they saying that? Nobody thinks it's a gray area,
           | they think it's explicitly legal and they're probably right
           | too. Claiming it's a copyright violation is actually a rather
           | weak case artists are just saying is obvious.
           | 
           | Microsoft has licensed DALL-E. They're not venturing into
           | legal gray areas.
        
             | zimpenfish wrote:
             | > Microsoft [...] not venturing into legal gray areas.
             | 
             | Their history as litigation defendants would suggest your
             | optimism may perhaps be unfounded.
        
             | mejutoco wrote:
             | Well, I think it is a grey area.
             | 
             | The argument I heard most often goes along the lines of:
             | "people also learn from a lot of examples and other
             | artists, and that is not copyrighted".
             | 
             | It is an interesting argument, but AI is not people and the
             | argument could easily be the opposite (not taking sides
             | here). They might think it is legal, but it is far from
             | clear, IMHO.
             | 
             | IANAL, but it will be interesting to see if this is
             | enforceable and by whom.
        
           | sandworm101 wrote:
           | The day after movie-to-VR becomes easy to do, movie owners
           | will monitize it, which will end the current free-for-all.
           | Want to walk around The Shire in VR? You better have paid for
           | the Hobbits Online subscription package.
        
             | zimpenfish wrote:
             | Sam: This is it.
             | 
             | Frodo: What?
             | 
             | Sam: If I take one more step, I'll be the farthest away
             | from home I've ever been.
             | 
             | Popup: And you can do that for just $29.99 when you buy The
             | Hobbits Shire Expansion DLC!
        
             | SideburnsOfDoom wrote:
             | > The day after movie-to-VR becomes easy to do, movie
             | owners will monitize it, which will end the current free-
             | for-all.
             | 
             | The movie making studios already own those 3d "digital
             | assets" from their films. IDK if there is a real "free-for-
             | all" right now, but the monetisation play has already been
             | planned for.
        
           | me551ah wrote:
           | I think it would be the other way around. A lot of movies(and
           | tv shows) have games these days. You can already experience
           | Star Wars in VR with "Star Wars Squadrons" and I'm sure we
           | will start to see a lot more games with VR support in the
           | future, many being based on Movies. MNCs are there to make
           | money and they will just license it.
        
           | concordDance wrote:
           | > The questions about the copyright of models like DALL-E,
           | Stable Diffusion, etc. exist solely because it infringes on
           | the rights of thousands of random artists all around the
           | world
           | 
           | How does it infringe? Are your memories of a movie copyright
           | infringement?
           | 
           | https://youtu.be/IFe9wiDfb0E
        
             | jerf wrote:
             | I do enjoy that video, but also, despite my deep cynicism
             | about copyright, I can't help but think this is not in any
             | risk of happening. If you trace the economics it makes no
             | sense. Why would a creator make a thing, then sell you the
             | experience of that thing, then be upset that you have
             | memories of the experience of that thing? If they do try to
             | claw it back in an era where memory editation is possible,
             | why would anybody shell out any money to have an experience
             | if they won't be allowed to remember it tomorrow? Why would
             | I use copyright law to _prevent_ word-of-mouth marketing,
             | the most powerful form of marketing there is?
             | 
             | The point of copyright in general is to protect the
             | economic value for the producer. Being so grabby about "IP
             | rights" that they literally claw back the experience of
             | consuming it means that the economic value of the IP drops
             | to zero. It only has value in the context of being
             | consumed, remembered, etc., and where the person purchasing
             | the experience has confidence that such a thing will be
             | allowed.
             | 
             | I suppose hypothetical future simulated humans could be
             | shaped and molded until they give up some real value for an
             | "experience" they won't be allowed to remember tomorrow,
             | but by then they have passed so far beyond what is "human"
             | that I have no further guesses what they may act like.
             | (That's the true meaning of the "singularity" term, not any
             | particular future, but the point at which our predictions
             | are meaningless.)
        
             | [deleted]
        
             | Ajedi32 wrote:
             | Not normally, but if you use those memories to re-create
             | the movie and sell it to someone else then yeah, that's
             | totally copyright infringement.
        
               | luma wrote:
               | If I am an artist and I go to art school, I'm going to
               | spend years studying the masters to learn their
               | techniques and style. If I then produce an impressionist
               | portrait on canvass, informed and influenced by the years
               | of study of existing works.... am I violating copyright?
        
               | Mindwipe wrote:
               | If you're influenced no.
               | 
               | If you build your own replica of the bridge of the
               | Enterprise, then yes.
               | 
               | This is pretty settled law.
        
               | burkaman wrote:
               | No, because it took years of study and producing a new
               | portrait will take weeks. If you were able to study a
               | master's entire portfolio in a matter of hours and then
               | instantaneously generate 10,000 portraits in their
               | distinct style, yes that would be unethical. I don't know
               | enough about copyright to say if it would be illegal and
               | I don't think that's a particularly interesting topic.
        
               | chrischen wrote:
               | You just described some pretty amazing technology that
               | can quite possibly move the human race forward and I'm
               | surprised your first thought is that it is unethical. New
               | technology often displaces old methodologies by
               | disruption. It is not unethical to disrupt, but it may be
               | unethical to let those people be disrupted without
               | compensation, which is where I feel a lot of the anti-
               | technology sentiment comes from.
               | 
               | As a society we ask people to branch out into various
               | expertise... through no fault of their own maybe
               | someone's expertise is randomly obsoleted by a new
               | technology. Just as copyright laws incentivize new
               | creations, we as a society should incentivize people to
               | embrace new disrupting technologies by safety-netting
               | those displaced by them since it's a gamble more or less
               | of who is next to be displaced.
        
               | Ajedi32 wrote:
               | If you're creating new works _inspired_ by copyrighted
               | works, no that 's not (or should not be) copyright
               | infringement. If you're creating exact reproductions of
               | copyrighted works (e.g. The Gates of Argonath from Peter
               | Jackson's adaptation of Lord of the Rings), just in a
               | different format (3d instead of 2d) then yeah, that
               | probably is.
        
               | bscphil wrote:
               | Right. Most of the conversations about IP on this site
               | seem to rely on extremely abstract reasoning or idealist
               | thinking about what constitutes "property" or what a
               | "copy" is. My understanding is that judges are not so
               | easily misled. If you are selling a "replica statue of
               | two kings" online that is clearly intended to resemble
               | the Gates of Argonath, you are setting yourself up for a
               | lawsuit. It doesn't matter if you built it from your
               | memory of the LOTR films, used an AI to generate a bunch
               | of similar looking statues and picked the ones most
               | similar to the films, or what have you. In practice any
               | judge will see that you are attempting to make money off
               | of the LOTR IP. (Note: not legal advice.)
               | 
               | Note that this doesn't mean that Stable Diffusion (and
               | friends) are copyright infringing just because they're
               | trained on copyrighted material. My brain doesn't
               | infringe the LOTR copyright because of my memories of the
               | films. If I turn my experience of fantasy epics into a
               | new novel with a different storyline than LOTR, that's
               | not copyright infringement. That's creativity. But those
               | same memories can likewise be used to make works that
               | _are_ infringing. The question of infringement isn 't in
               | the creative act, it's in the artifact. I think it's
               | plausible (though not certain of course) that IP
               | questions will be settled for AIs in the same way: it's
               | not infringement to train your AI on copyrighted
               | material. It _is_ infringement to use your AI to generate
               | works that a reasonable person would conclude are
               | intended to replicate or imitate copyrighted material.
        
             | chrischen wrote:
             | I'd like to add that all creative work stands on the
             | shoulders of predecessors by being trained and based on
             | (even if indirectly influenced) previous works. This really
             | is unavoidable on a human level because we can only do what
             | we see and experience.
        
           | sfifs wrote:
           | > There is no one single entity with enough power to clearly
           | oppose it so people making the models can get away with
           | "questionable copyright", "legal gray area", etc. kind of
           | talk.
           | 
           | Never underestimate the power of a sufficiently motivated
           | rich individual to create legal hell (see Gawker). There are
           | many very rich artists. There just needs to be an obvious
           | large enough irritant which will happen as these generative
           | models start getting used beyond toy amusements. The class
           | action lawsuit against Copilot was filed just as pricing
           | models started.
           | 
           | This is going to be an interesting area to watch. Use in
           | commercial projects at your own risk of exposure to
           | liability.
        
             | worldsayshi wrote:
             | The wrong and easy reaction to this is to limit these
             | services to not include copyrighted content. The more right
             | and really really difficult solution would be to give the
             | original copyright holders partial rights to the output.
             | 
             | It really feels like the textile factory worker problem all
             | over again. We can't let the big players be the benefactors
             | every time.
        
               | astrange wrote:
               | > The more right and really really difficult solution
               | would be to give the original copyright holders partial
               | rights to the output.
               | 
               | That is impossible (assigning credit to training images
               | from the output is arbitrary, not deterministic) and
               | wouldn't help anyone (imagine Spotify except it pays you
               | even less).
               | 
               | > It really feels like the textile factory worker problem
               | all over again. We can't let the big players be the
               | benefactors every time.
               | 
               | Industrialization is better for society because it
               | produces more customer surplus. Even Marx thought the
               | Luddites were wrong.
        
               | worldsayshi wrote:
               | >Industrialization is better for society because it
               | produces more customer surplus.
               | 
               | Also my point.
               | 
               | >Even Marx thought the Luddites were wrong.
               | 
               | Sure they are wrong in that they confuse what the problem
               | is. If workers owned the factory they would be happy to
               | automate the work. But their feeling of being left out
               | has some validity because if they weren't the total value
               | would improve.
               | 
               | The real issue is that the revenue brought back through
               | automation doesn't benefit the worker. If it did, the
               | automation would happen sooner because incentives would
               | align better and the total value for society would thus
               | likely improve faster.
        
           | moron4hire wrote:
           | The copyright protected material isn't in the model. This can
           | be figured out easily because, if they did, the models are so
           | much smaller than the input data that it'd be literal
           | unobtanium for compression algorithms.
           | 
           | Copyright also has nothing to do with the tool.
           | 
           | What a piece depicts and how it is used are much more
           | important than how a piece was created. If I paint a picture
           | by hand of a particular scene from a Disney movie, that's
           | clearly a derived work and may be subject to copyright
           | protection (it depends, there could be a fair use argument in
           | specific situations, so even "it's copyright!" is not a cut-
           | and-dried argument). If I paint a picture of Hercules in the
           | style of Disney, that's trademark violation. But I can paint
           | Hercules in any other style and Disney can't say shit (though
           | they certainly try).
           | 
           | This is an age-old argument. Some artists think they should
           | have a monopoly on certain ideas. As a society, we've already
           | said no, you only get to own your expression of your ideas.
           | 
           | And as ideas go, "like a trending artist on ArtStation" isn't
           | a particularly strong one.
        
         | Arelius wrote:
         | Why by the end of next year? That seems optimistically short.
         | 
         | Why hadn't it happened this year, or last? Nanite is great, but
         | IMO doesnt change the equation that dramatically.
         | 
         | The cost for a studio to manually decimate game quality
         | versions have been small enough that of the will had been
         | there, we could have been doing it for years.
        
           | smoldesu wrote:
           | > Why hadn't it happened this year, or last?
           | 
           | Having loosely followed this space, I think I might actually
           | have some input!
           | 
           | First off, you need a VR-ready environment. Not many
           | companies are making these, so the only people equipped to
           | roll this out is Valve, Meta, and possibly Unreal/Epic. Valve
           | already did this alongside Half Life Alyx; they released
           | certain map portions so you could freely walk around them
           | with friends without playing the game. Meta is _getting_
           | there, but the combination of low-power hardware and headset
           | attrition doesn 't leave them with much of an audience.
           | There's also Epic, but they don't really do much in this
           | space yet either.
           | 
           | So, obviously a paradigm shift is needed. And frankly, I
           | think Universal Scene Description will be that paradigm
           | shift. TL-DR: Nvidia came up with a new standard for 3D
           | environments that interoperates game technology with digital
           | effects. In theory, you could take your favorite Andor or
           | Rings of Power scenes, drag their file into another app, and
           | just start walking around in-scene. You may end up adjusting
           | a few things vis-a-vis scale, but once it reaches adoption I
           | can see it being pretty easy to work with and popular.
           | 
           | Maybe 'next year' is a little close, but the stars have
           | definitely aligned already.
        
             | astlouis44 wrote:
             | Thoughts on the web and the role that WASM, WebGPU, and
             | WebXR have as a distribution channel for these immersive
             | experiences?
        
               | rngname22 wrote:
               | The content pipelines aren't there, or visual fidelity.
        
               | smoldesu wrote:
               | WebXR feels like a solid building-block to me. Adoption
               | will be (and has been) shaky, but with Apple being forced
               | to adopt third-party browser engines it's revival seems
               | likely.
               | 
               | WASM is neat but extremely finnecky at the moment. I've
               | seen cool stuff done with it, but I'm not convinced it's
               | funny production ready yet.
               | 
               | WebGPU is sorta in the same boat as WASM, if a little
               | more realistic of a bet. People will want hardware-
               | accelerated browser experiences soon, and WebGPU will
               | probably do most of the lifting there.
        
         | hutzlibu wrote:
         | "Who wouldn't like to wander, fly and swim around Pandora, the
         | world of Avatar?"
         | 
         | Me, but I doubt it will be the same experience, if the scene is
         | highly optimized by hand like the movie is vs. some AI
         | generation.
        
         | VikingCoder wrote:
         | Have you read "Ready Player One"?
         | 
         | The author predicted that players will play a game where they
         | will be dropped into their favorite movies, and will be given
         | points for exactly mimicking the dialogue, inflection, and
         | movements of the characters.
         | 
         | Spoiler: the first one is War Games.
        
         | intrasight wrote:
         | >lead to questions about the copyright
         | 
         | It will lead to questions - but those questions will be
         | answered by the platform owners not the courts. The platform
         | owners will just remove your models even in cases where a court
         | would rule it fair use.
         | 
         | VR of real places is going to be huge - bigger than for
         | imaginary places. My guess is that most VR worlds will be a
         | combination.
         | 
         | Here's a question. What if you model the real world and an
         | architect of a building. I know that copyright doesn't apply to
         | buildings or other functional works. But again, this will be
         | decided by the platform owners and not the courts.
         | 
         | Clearly there are good reasons to not have "platform owners" in
         | the metaverse.
        
         | auveair wrote:
         | > I think it will be commonplace to virtually walk around in
         | movie scenes turned into 3d scenery by AI by the end of next
         | year.
         | 
         | I would take the opposite bet, I doubt most movies have
         | complete enough 3D scene to be AI enhanced, let alone something
         | good enough to walk around, you wouldn't model what you won't
         | film after all and nobody wants to see hallucinated aliens in
         | middle earth.
        
           | Tepix wrote:
           | No, AI will generate the 3d scene just by looking at the 2d
           | footage.
           | 
           | It can fill in the blanks (i.e. provide textures for areas
           | that are invisible in the film).
        
             | automatic6131 wrote:
             | It will make a chuffing good effort but fail hilariously in
             | >99% of cases but then people will parade the fraction that
             | make sense.
        
               | Tepix wrote:
               | It's getting better all the time, check
               | https://www.youtube.com/watch?v=_Y1-KlTEmwk
        
         | [deleted]
        
       | dncornholio wrote:
       | This is super cool. Performance doesn't really matter, as long as
       | it can keep 45 fps, the experience would be good enough with
       | motion reprojection turned on.
        
       | kobaroko wrote:
       | This looks so great. When I see this I'm somewhat sad that I
       | don0t have computer powerful enough to try to do something like
       | this by myself.
        
         | yrgulation wrote:
         | VR capable computers are quite cheap. Cheaper than a low spec
         | apple macbook pro running m1. For 2-3k you can get a beast of a
         | machine running everything on real high settings.
        
           | alt227 wrote:
           | Considring a brand new top of the line Nvidia GPU will
           | currently cost you almost 2k, your prices feel a little ~4-5
           | years ago.
        
             | oneoff786 wrote:
             | In my experience you can almost always do much better
             | buying a full computer on a good sale than buying
             | components and building it yourself.
        
             | smoldesu wrote:
             | Right. You only need a card that's more powerful than the
             | GTX 1060 for VR though, so the actual price-of-admission is
             | more in the $250-400 price range.
        
               | charcircuit wrote:
               | The original comment wanted to try a demo like this. A
               | RTX 3080 only runs it at 50 fps. A 1060 isn't good
               | enough.
        
               | smoldesu wrote:
               | The parent I'm responding to was interpreting "VR
               | capable" as "top of the line" which is demonstrably
               | false. You probably can't even get this scene in the
               | first place, so it's kinda a moot point.
        
             | volkk wrote:
             | i don't think you need a 4090 for this. and even if you did
             | get one, its 1600$. another 1000$ for good CPU and ram,
             | etc. and you're well under 3k.
        
         | [deleted]
        
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