Unreal Engine 4 shots that are unbelievably realistic
trymodern.com
trymodern.com
To me it at least looks as good if not better than many movie's CGI. It has a little bit of "uncanny valley[0]" but not enough if I suspend my disbelief a little.
In the other video the foliage looks horrible. Come to think of it, I doubt I've ever seen good 3D foliage, let alone examples that come close to real.
https://forums.unrealengine.com/showthread.php?58385-Koola-s...
not to detract from it! it's still an extremely impressive demo.
This is all coming from someone who is still playing video games from several generations ago, so you can just ignore me if you want to.
I really wonder what it's going to be like for people born in the next few years - entering a world where the games are as real as reality. It gives "Second Life" a whole new meaning.
No internet. 3 TV channels, then 4 when I got a little older.
I'm sort of looking forward to retirement when I can sit in a chair, strap on a VR headset and go spearfishing in Hawaii with my brother. Or swim through space and visit Jupiter, or go on WoW raids.
10 years time: "When my daddy was small like me everything was made of pixels"
It's (comparatively) easy to have screenshots that look great if it's using a lot of assets with baked lighting. It's a testament to the designer's effort, but says very little about the engine.
Real-time ambient occlusion, radiosity, global illumination, refraction, etc... that's the kind of thing that is (technically) impressive in an engine, but so var very little of this (beautiful) Unreal/Unity/* demos actually deliver that. And that's a shame.
The craft deserves praise, but there's a distinction between asset creation praise (to the designer) and technical rendering praise (the engine).
And just like someone else pointed out, it does remind me of Simon Stålenhag. I even own one of his prints. http://www.simonstalenhag.se/bilderbig/fjarrhandske_1920_bad...
I don't mean to take away from it needlessly or criticize gratuitously, but if you watch the video you can see the water turbulence is still unrealistic. I guess this is a very difficult problem for the unreal engineers to solve because the physics are hard.
Going further: could wars be started because of something someone made in a video game engine?
A video + a testimony "This is what I saw on that fateful night" or "I retreived this video from the officer's body cam immediately after the incident, it was in the custody the whole time and forensic analysis shows no sign of tampering" carries an entirely different weight than that video alone.
Regarding wars, in the recent conflicts we already have cases where doctored photo & video evidence was used as arguments and vice versa, where real evidence is dismissed because it can be made synthetically - and it obviously can, they become evidence only if you[r organization] gathered it yourself or you really trust the soruce.
Wars definitely won't be started because of something made in a video game, but such videos can and most likely will be used in justifying a war decision to the global public and building the relevant PR/propaganda materials.
in my opinion, this doesn't change much.
Beyond that, depth of field typically isn't carried through into reflections (you can focus your eyes on marble floor or you can focus on the reflection in the marble floor).
On the best looking beach shots, I don't know if the unreal engine blur the reflections to make the depth of field look better or (more likely) the artist saw the reflections as too sharp and softened them, which looks better because they would be affected by the depth of field.
[add] actually, quoting the author: "lighting is really basic, movable direct and sky, without any GI/DFAO/bake/"
Not that it's not cool to be on this journey. Every one of these iteration towards realism gets me excited.
[1] https://forums.unrealengine.com/showthread.php?58385-Koola-s...
[2] http://tof.canardpc.com/view/3934ce8b-4423-4dd6-a16f-3e35376...
It is less than easy to interface something like that with a full game engine. Things like requiring collision culling (not doing the whole O(n^2) "check if A is colliding with B" thing), doing proper shadows, being properly deterministic, being alright with variable framerates, that sort of thing.
Also, I don't know what simulators you've seen, but the ones I've seen take an absurd amount of CPU time. Or occasionally GPU time. Works well for a proof-of-concept. But for a full game... Their priorities are elsewhere. Not worth the cycles.
That being said, I fully agree that game focus should be shifted slightly away from straight graphics and more into gameplay.
https://forums.unrealengine.com/showthread.php?58385-Koola-s...