There's a trailer of some upcoming FPS game that apparently has HYPER realistic graphics

youtu.be/5qvVNzsJyB0

I'm gonna get in the line that it's actually real footage+postprocessed graphics (fake trailer just to create hype) until i see real, non promotional footage.

@keisuke i honestly dont understand why everyone is so skeptical about this. first of all, if you go look at the older footage from half a year ago, it looks even more like a game (the recoil is super silly, especially)

but other than that... there's nothing actually impressive about the graphics. it's got a shitload of filters on it to add fisheye, grain, etc etc that mask the video-gamey aspect of it. shit, just pause in the first second and look at that tarp. look at the fuzzy grass. or 4 seconds in and look at the sleeve

i agree with you that it's still a 'wait and see,' but because the movement/gameplay in general doesn't look fun, and not because the graphics are unbelievable
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@warmbeverageenjoyer The skepticism i think stems from the fact that, that i recall, no game has tried to put these kind of graphics elements together on a real time experience.

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@keisuke @warmbeverageenjoyer this is definitely a video game, you can tell in a lot of moments. i don't think it's pre-rendered either otherwise there wouldn't be frame drops and there are still some weird physics and lighting quirks. some of the animation you can tell is also very video-gamey, like the door kick.

i have doubts that the whole "gun moving independently from viewport" thing will actually be in the game though, unless this is a VR title. this is a thing that has been done for game trailers in the past that doesn't actually make it into the final game. for good reason too, because that would feel like ass to play and also be really hard to get looking right in practice outside of canned gameplay scenarios.

the death animations i'm skeptical on too, they do look very purposefully animated, but that won't work for every single situation.

@keisuke @warmbeverageenjoyer it doesn't look like the game is using ray tracing, it all looks pretty rasterized to me, so that's a big performance save. they're almost definitely using photogrammetry for the environment and i am willing to bet it will be, for the most part, totally static.

@keisuke @warmbeverageenjoyer it helps that they're using unreal 5, which has access to nanite, so that is another way that they can make it look pretty realistic without suffering crazy performance penalties.

@beardalaxy @keisuke @warmbeverageenjoyer Unreal’s Nanite lends itself really well to photogrammetry; you could probably run a triangulation over a full scan and Unreal could take it. I’m also pretty sure I’ve seen some this dataset before.

@beardalaxy @keisuke @warmbeverageenjoyer

i have doubts that the whole “gun moving independently from viewport” thing will actually be in the game though

It’s been done in games before. Milsims, like Arma and Red Orchestra, usually have it, and it’s not too unwieldy there. Most of it here is probably animation fluff, though. I’d say it’s dynamically generated; the camera flicks left and right seem to produce pretty regular motion on the gun.

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