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Tell me this is real and realtime

Discussion in 'General Discussion' started by kaiyum, Mar 15, 2016.

  1. kaiyum

    kaiyum

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    Clockworkelements and frosted like this.
  2. Tomnnn

    Tomnnn

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    All I can say is...

    ...short film*

    Looks nice though. Will wait on other users to see if there is a general consensus that unity has found its "unreal tour of paris"-esque demonstration.
     
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  3. Frpmta

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    Well, it is realtime in a sense and not realtime in another.
    It is a cinematic running in-engine so it is realtime in the sense that it is being processed in realtime the same way as Unity Blacksmith and not pre-rendered CGI.
    On the other hand, it is a cinematic, and cinematics are not realtime gameplay which posesses things such as physics performance, animations performance, special effects performance, AI, etc.
    And the tool they used 'CaronteFX' is says it is for off-line rendering during cinematics in the Asset Store. A heavy physics animation baking tool.
     
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  4. Rodolfo-Rubens

    Rodolfo-Rubens

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    You guys missed the unity special event? :p
     
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  5. elbows

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    And another aspect would be 'realtime on what hardware exactly?'

    Anyway there is a fair bit more info about the demo on this page, and we will no doubt learn more come Unite Europe.

    http://unity3d.com/pages/adam

    Personally its the volumetric fog I've been salivating over since I first saw the technique demoed a couple of years ago-ish and then slowly pop up in some games and engines. I've had hope that some implementation of it for Unity was coming ever since the graphics programmer Robert Cupisz who works for Unity made a post about volumetric fog on his site last May, and indeed he is the listed graphics programmer for the adam demo.

    http://robert.cupisz.eu/post/119949491421/volumetricfog
     
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  6. sqallpl

    sqallpl

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  7. elbows

    elbows

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    Indeed. I also spoke to him on twitter today and once in the past. Plus the adam page on the unity website says this:

     
  8. RockoDyne

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    Did you not catch the ubisoft vr demo about an eagle flying through paris?
     
  9. ShilohGames

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    Wow. That video is fantastic. Congratulation Unity.
     
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  10. G-Mika

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    They probably did render the video at a higher resolution and downscaled to 1080p to remove the aliasing. It's an old trick commonly used in game trailers and such. I doubt it's temporal AA, the in-editor demo at the conference had at lot of aliasing.
     
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  11. dogzerx2

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    For me the thing that plays biggest role in that UE4ish look is the volumetric fog, and the area lights that work with the volumetric fog. This is not to say it's the most important feature, all features are important, but it's that thing that UE4 has out the box and Unity doesn't.

    The reflection of character on walls at 1:50 is just sublime. Anyone knows what kind of material might that be?
     
    Last edited: Mar 15, 2016
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  12. Tomnnn

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    Well it's ubisoft so by the time that demo reaches production it'll have an 800% drop in quality.
     
  13. Manny Calavera

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    I'll believe it when it's in the asset store and I can download and run it here.
     
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  14. cyberpunk

    cyberpunk

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    Unbelievable.
     
  15. Blacklight

    Blacklight

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    That's only if Uplay will let you run the damn thing in the first place.
     
  16. kaiyum

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  17. kaiyum

    kaiyum

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    I guess so. Enlighten us with the speciality ;):p
     
  18. kaiyum

    kaiyum

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    Super sampling, right? Ya its cool indeed. :)
     
  19. kaiyum

    kaiyum

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    Exactly, that is what I have been waiting for. Then we would have a clear idea.
     
  20. Ostwind

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    I don't think it will be fully available if it says it makes extensive use of a paid extension and some additional assets are from Quixel.
     
  21. zenGarden

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    Will the demo be available to download and test ?
    (Like Epic did with Kite demo or Infiltrator)
     
  22. Tomnnn

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    It'll be the same scenario as the blacksmith. People complained when they got it that it didn't look like the demo. Probably because of the pulled assets.
     
  23. LaneFox

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    People complain about anything. A lot of people see the Asset Store as a downside but when you're actually trying to get something done you don't have as much hesitation to spend some money on some asset that does what you want. There's a lot of experimental stuff in there too like RTAL, Post FX Suite, scene view post, Director, etc..
     
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  24. Tim-C

    Tim-C

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    Come by the booth if you are at GDC. We'll have it on the PC's there. It runs without aliasing and we are not using super sampling.
     
  25. Tomnnn

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    My concern about using it would be that the feature might eventually make its way into the engine so I'd rather not own a product that would be deprecated in a few releases. If I were part of a company then I'm sure that would be different.
     
  26. LaneFox

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    As an individual, sure. As a company that waiting is a waste of time, you've got goals and a time budget and a clean $90 physics tool that can easily give you ropes, hoses and cloth physics you need for some project is a good choice.
     
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  27. Tomnnn

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    As a company you're making money, so you can justify the expense. All by myself... I can't justify spending a penny since I've not made that much :p

    And I probably never will since I'm 100% moving into VR development in late april so my target audience will be people who are VR enthusiasts and care about gameplay over graphics. Basically, people from the zork days who love games for their mechanics and just want a more involved way to interact with them.

    My balance will forever be zero. Besides maybe selling modules to people who need assets for VR stuff.
     
  28. zenGarden

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    So you will be making VR games for real ? :D
     
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  29. dterbeest

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    around 21 minutes in
     
  30. imaginaryhuman

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    Looks great. I couldn't see any little flickery aliasing stuff or really any other obvious signs of fakery. All the animation seemed realistic. Seems like the story has something to do with humans getting transplanted into robot bodies, or something.
     
  31. Deleted User

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    That's the beauty of temporal AA, I did see some aliasing in the tunnel but apart from that as TAA always is.. It was smooth as silk..
     
  32. Tomnnn

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    Yes. Might do Vive since it's only $200 more than oculus even though I am going to be using sixense for my controllers. I won't have any use for steam's controllers, but I might find a use for the cameras. Then again, if the Vive is using the camera for tracking (me no like) then I'll go with oculus.
     
  33. zenGarden

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    We'll get TAA in Unity.
     
  34. Tim-C

    Tim-C

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    ;)
     
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  35. Deleted User

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    It's been available for ages, via github.. Not finished yet though.
     
  36. Tim-C

    Tim-C

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    ??
     
  37. Deleted User

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    Oh the one in the package is subpixel morphological, not temporal (sorry :D).. So is it temporal in the the Adam vid?
     
  38. Tim-C

    Tim-C

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    ;):cool:
     
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  39. Manny Calavera

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    The story reminded me of the "Uncanny Valley" short film.

    If you haven't seen it, it's worth watching:
     
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  40. Billy4184

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    Looks really great! For starters I liked the idea of the movie itself, and the physics was spectacular. There are some places where I saw things that could be improved, but if UT keep going down this road they will soon be well ahead of the pack in terms of all the things I'm looking for at least.
     
  41. goat

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    I felt the animation was a bit off once outside on a couple of character but I think it was intentional. I really liked the movie from an entertainment perspective.
     
  42. goat

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    Hmmm, is that the creepy uncanny valley effect movie they keep talking about? Although it's much better technically than the talk about it would have you believe.
     
  43. sonofbryce

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    How are they doing all of the animation? Characters, camera, shots, scene switching etc. In Unity or imported from Maya or something?
     
  44. hippocoder

    hippocoder

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    We find out @ Unite.
     
  45. sonofbryce

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    Saw another realtime Unity demo.


    And a bit of the behind the scenes...

    They're developing a tool, not clear as to whether it'll be released publically though.
     
  46. goat

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    Those are very good.
     
  47. McMayhem

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    Wow... I got a strong "Neo waking up in the power plant" vibe watching that video. I can tell somebody really likes The Matrix.

    Very stunning display of Unity's features. I must say the physics alone were incredible.
     
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  48. 00christian00

    00christian00

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    So, it seem like Unity next big business is going to be animation. It will allow animation companies to save lots of money if they are smart to change their workflow. It's not going to be for Pixar, but would be perfect for cartoon for the TV.
     
  49. zenGarden

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    It is not real time, they use Unity for CG shots, this is what Unreal 4 can do already with Matinee.
    Seeing the the high density polygon characters and environment i doubt you'll get a game running fast and smooth.
    Anyway this is a good news to see Unity able to be used for Pixar like animation.
     
  50. zombiegorilla

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    Not really. It's more about new opportunities rather than changing existing ones. It's CGI they are talking about, not animation. The "animation" part is still pretty much all done in things like maya. A tv show, for example, adding unity to the mix isn't going to be cheaper or faster. (The exact opposite, actually). But for vr, or games, or presentations or anything where some or many parts are dynamic, it would be very useful.