I would argue for the simple fact that were running ray tracing in real time we've already surpassed Pixar, at least till Cars, on many fronts.Final Fantasy 7 Remake has real time cutscenes more impressive than the movie. Ratchet & Clank a Rift Apart is close to Monsters Inc. But the movie is still doing stuff more impressive like the fur physics.
It seems like we are at the early 2000's CGi in real time, and I'm considering PS2 CGi tooI would argue for the simple fact that were running ray tracing in real time we've already surpassed Pixar, at least till Cars, on many fronts.
Path tracing in real time on Cyberpunk, Quake and Portal RTX puts them leagues ahead of even Cars on some level.
We still don't have Pixar or DreamWorks level of animation quality though which is what sets them apart from games.
I dunno, this just seems like a weird comparison on a lot of levels the more you try to find direct correlations.
Those aren't real time, though. There's a lot of asset swaps going on in the TLOU 2s cut scenes, similar to the PS3 version where they ended up using those resources for the PS4 remaster.![]()
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The top tier studios have surpassed it.
They are running in engine, but in real time. I mean, they are scripted but runs in real time. When you come back to gamplay some assests turn offThose aren't real time, though. There's a lot of asset swaps going on in the TLOU 2s cut scenes, similar to the PS3 version where they ended up using them resources for the PS4 remaster.
I would love a PS5 upgrade that uses them in gameplay, though.
I can't wait for KH4, and I've heard they changed to UE5 recenltyI would say Kingdom Hearts 3 is getting there with the right art direction it's pretty nuts at time what they did in real time if you've never checked out the digital foundry video.
I had zero clue what was going on but I had a lot of fun with itI can't wait for KH4, and I've heard they changed to UE5 recenlty
only hope they make a new Toy Story chapter!!!
Are you talking about animation during gameplay? Thats not gonna happen since game animators need to cut animation in order to make control more responsive, which CGI movies dont have to worry about.We still don't have Pixar or DreamWorks level of animation quality though which is what sets them apart from games.
In-Engine realtime. Gameplay isnt uite as good, but we're comparing cutscenes to movies hereThose aren't real time, though. There's a lot of asset swaps going on in the TLOU 2s cut scenes, similar to the PS3 version where they ended up using them resources for the PS4 remaster.
I would love a PS5 upgrade that uses them in gameplay, though.
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The top tier studios have surpassed it.
Which you dont see lacking. That's what lod is all about.Νο. Games have a lot less geometry.
Which you dont see lacking. That's what lod is all about.
Imo games look way better for years now
that absolutely doesn't matter. These movies look worse than games despite having better geometryI can clearly see LOD and pop-in in all games. I never see that in movies.
that absolutely doesn't matter. These movies look worse than games despite having better geometry
all that matters in end result. You dont have to know behind the scenes to know tlou2 or ratchet and clank look better than movies from early 2000sIt absolutely matters technically.
Artistically a lot of games may look better than any movie.
all that matters in end result. You dont have to know behind the scenes to know tlou2 or ratchet and clank look better than movies from early 2000s
Can't we just put some of these models in unreal engine and put the fucker in a game to test once and for all?Even so they still have worse internal resolution, iq, special effects like hair rendering and detail, imperfect lighting, pop-in, minor glitching here and there, shadow resolution issues, etc.
I'm willing to bet even the PS5 wouldn't be able to handle moving just Sullivan from Monsters Inc (without backgrounds) at 30fps, with the same quality/iq/amount of fur.
Can't we just put some of these models in unreal engine and put the fucker in a game to test once and for all?
the most important elements in movies I've didn't seen in game are Cloth Physics and Hair Physics...Sure, if you can find the original model and not a re-creation.
Movie models have no cuts/optimizations in detail/meshes because they don't care about "real time frame rate". Even Toy Story 1 models have more polygons than the vast majority of current game models, except maybe the most detailed ones like in the Horizon game, though the last part is still debatable without 100% confirmation. But in this topic we don't even discuss the first Toy Story from 1995, we are discussing movies that came much later and are way more advanced.
Either way, the technical philosophies between games/movies is very different. Games have a polygon/memory budget and real time frame rate targets. There's a lot of optimization going on to reach those targets. Movies don't have that. Artists can add as much detail as they want since the scenes don't have to render in real time. And every scene, every single frame, must look perfect with no IQ issues, no polygon edges being visible, not a single texture or polygon popping or z-fighting or whatever. And some scenes may have a way bigger polygon count than others, they don't have to balance them. They don't have to use LOD or anything like that.
This philosophy of "looking perfect" for each single frame was the same in 1995 with Toy Story 1 as it is now. Our eyes were the same in 1995, we would be able to see imperfections back then too. It may take more days to render a frame but even in 1995 they would still try to make each frame look perfect (despite the human models looking awful, artistically).
So, even if games reach the point where they have more detail than certain movies, they will still always look imperfect. Because no matter the hardware, devs always try to max it out with the best looking games, which cause all those artifacts i mentioned numerous times.
the most important elements in movies I've didn't seen in game are Cloth Physics and Hair Physics...
I don't know how many poligon we need to simulate a single t-shirt but this is gonna be hard...
Seems like rendering another character from the ground!!
But in terms of what we imediatly take a look and feels, we're running early 2000's CGi, in my opinion.
Yes, and there's a big diference between early 2000's CGi and PS2 CGi from that same era.Well yes, if we don't count all the imperfections and artifacts, we do.
But technically speaking, we don't really run Spirits Within or Monsters Inc in real time, like the title suggests. We run heavily optimized versions of those movies at best.
Which is still amazing btw, 20 years ago even that would sound crazy.
This. Someone test it.Can't we just put some of these models in unreal engine and put the fucker in a game to test once and for all?
Yeah, movies are in another levelSome game assets may have reached that kind of quality and it sometimes may look close in still images but the coherency in lighting is nowhere close, hair and cloth physics are incomparable and ofc image and motion clarity are worlds apart...
So, a resounding no.
The fakery in games has reached very impressive quality levels, but it`s still faked and breaks apart if looked upon with increased scrutinity.
1. Cloth simulation
2. Hair simulation
3. Hair rendering ...
..all 3 are not even close.
This is a 90's CGi... I think PS5 is able to render that scene.
But I don't know if it's really possible with all those elements in a complex gameplay scene.