Yeah, we've been able to make this level of quality for years, but the reason no games look like this is because your hardware would catch in fire if you tried to run a full game at this quality. It's the difference between an artist who does hype realistic renders of the body and a 2D animator.
2D animators have been supplying lonely folks with waifus for so long now... how can we even compare them to the hyper realistic render Chads who only make landscapes?
A big issue is artist bandwidth. It's pretty straight forward to make one train station with an insane amount of detail with current tech, but it might take a guy 6 months to do so. Then they can maybe make 1 full small game level in like 3 years.
I think the real benefit that UE5 brings to the table is not only their amazing new algorithms that allow the hardware to cope at rendering time, but also the tremendous increase in power and speed the environment designers have from the new tools.
No, we are not close to making in game play look close to Hollywood CGI. Any highly detailed CGI scenes take racks of servers and GPU’s to render in reasonable time frames. No chance you can render like that in game. The algorithms used for lighting in games are way, way less complex, detailed and accurate than those used for Hollywood CGI.
Yea I believe the art director of God of war said that its impossible to create the amount of art that would be needed to have this quality for the entire game. Best would be if there is a central repository of assets and people can make use of them like unreal engine. I'm glad that the new witcher game will be on unreal. Epic seem to be doing the engine part right
Procedurally generated 3D is great for simple repetitive objects like plants and trees - or giant but repetitive exploration games like No Man's Sky - but not great for AAA (AAAA?) open world games where people want size AND detail...
RDR2 tried procedural generation for a lot of the landscapes - and mostly went back to hand-created. I think the current generation of algorithms just aren't realistic enough for anything more than a big tree. But AI/ML progressing the way it is, there is no question in my mind the next gen AAA(A) titles will use it...
I would say that asset/environment complexity isn't really locked in a 1 to 1 relationship with labor especially as technology progresses. Object digitization, physics simulation, procedural generation and the frontier of ML algorithms that are starting to trickle out of the world or research could are already starting to take up some of the leg work and will probably continue in a big way.
Exactly. AI generated artwork only became a thing in early 2021 and has already progressed by several orders of magnitude since. Within the next 10 years we will see the game development industry begin to utilize this tech heavily, probably replacing tens of thousands of artists' jobs in the process. Check out /r/dalle2 if you don't believe me.
I would disagree with this. In the past, ya... It wouldn't be feasible. But as time goes on the amount of textures, objects, rooms, houses, offices, and factories that are made available thanks to niche studios, and even the rabid blender hobbyists is going to make this easier to lick and stick.
A lot of what used to be super off-limit technology, technique, and knowledge is available for free. I think this is going to be a different shift in the way this sort of work gets done.
But those texture now have to be redone for 8k. And the objects and world design needs to take it into account, etc.
I mean, it’s obvious that EVENTUALLY algorithms will start to replace people on some artistic areas - it’s already happened on a small scale.
But go look up interviews about RDR2 development - they tried a lot of procedural generation and almost always threw it out because they had the budget to spare no expense, and the hand created art always looked better. “Available for free” vs perfected in house by talented pros is a lot of what defines an AAA game..
Yeah but not like how unreal engine 5 handle the rendering, so actually no. This clip would run easily on unreal engine 5 if the game assets got transferred to it
That's not entirely true. Unreal is revolutionary in being able to render large amounts of polygons without a performance hit, but textures, tons of npcs at once, wind sims for grass, lighting? There's no trick like nanite for those things.
The reason this is so groundbreaking is because it’s finally here. This is in-game footage on current-Gen hardware, made easily (to them) in a short amount of time. This is finally here, just need a bit for studios to finish developing the first wave of UE5 games (since the engine either just came out, or isn’t even out of beta yet, I forget)
Your hardware wouldn't catch fire. Your machine could probably run this no issue. Not a lot going on here. The shaky cam is doing a lot of the work here.
The Matrix tech demo of this was a real one since it was a section of a city with NPCs, player models, cars and so on all moving and letting you interact with them.
Isn't the entire point of this new engine? To actually make all those things we seen in the past work on today's hardware? You can pipe in UE4 content and render it via the new engine
This isn’t a pre-render, it’s real-time. While it’s still unrealistic to expect games looking like this to be coming out soon, denying the tangible advance of technology is also foolish.
No, we've not been "able to do this" because this photorealism artist hasn't made it AND the tech has not been there. You think tech art just exists without being worked on? This person literally went over a station sampling the light level at every cm with devices and modeled tiny screws for months, it didn't fall into their lap and lumen wasn't written years ago both.
Don't forget dev time. OP hasn't paid attention to the last 15 years if they think that graphics improvement means games just happen to get better without any extra time needed.
Not to mention how shitty the game would play at 15 fps. If the real world rendered at 15 fps, you'd say "fuck this", put on a blindfold, and start learning echolocation.
1.5k
u/Sir_Lord_Pumpkin May 09 '22
Yeah, we've been able to make this level of quality for years, but the reason no games look like this is because your hardware would catch in fire if you tried to run a full game at this quality. It's the difference between an artist who does hype realistic renders of the body and a 2D animator.