What graphical elements other than people fall into the Uncanny Valley?

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Sushi Nao

Member
I've noticed for a long time that, like the amplified flaws of human animation and faces, there are certain graphical effects that are so unreal that they're jarring. Probably my two biggest impressions of this are from fire effects, and "water breaking on rocks" effects. Their animations never seem to run at the correct timing, their textures always seem distractingly blocky, and their motion is predictably flat.

Have I just never seen good enough fire graphics? I'm looking up ultra pc settings for new games and engines - this is pretty good but still strikes me as weirdly low-res.

This water is pretty damn nice, but it's not in a game yet.

Does anyone else notice this, and are there other examples of things that just never look right, no matter how good the graphics are? Are fire and water effects just generally kind of bad forever?


edit: ah, crap. Could a mod please move this to gaming? Thanks
 

Platy

Member
Atmosphere.

No, I am not talking about how Majora's Mask makes you feel sad, I am talking about the subliminal blue tint things have when they are far away.

Lots of game lack it, change into some weird fog, make it too close .... I seen it all.
 

Keby

Member
It's not entirely up to the tech for stuff like quadraped animation. That's on how flexible the rig is as well as how good are the people animating it.
 

Krejlooc

Banned
Not an element, but Virtual Reality is subject to it's own kind of uncanny valley. It manifests in that the closer you get to emulating reality, the bigger the small things we haven't gotten right feels. For example, early on, getting to great head tracking and optics was the goal. We were content to play with xbox controllers in retro fitted FPS games. Then, once we got to "good enough" head tracking and optics, the lack of hand tracking became way more apparent. Then, once we got hand tracking down, not being able to walk correctly started to feel enormous. And so forth. The closer we get to nailing down virtual reality, the bigger the falts feel.
 

Lautaro

Member
How objects react to light, basically Lambert lighting model vs Physical Based Rendering. I noticed this while working with older and current versions of the Unity engine.

Basically an object with Lambert looks faker than a model using physical based rendering:

compare.jpg
 
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