CamHostage
Member
Those veins look just like a normal map.
I assumed the muscle deformation was ML/GPU based as we've seen in other recent games and UE demos, but ultimately idk.
No, I think Ocasm is right that this is not muscle deformation, it's the same body position with a texture or model swap for the veins to pop out. See that it's qthe same muscle and muscle movement, making a bicep the same size, just now with veins yolking out.
Muscle Deformation is about simulating the muscle groups underneath and then applying stretch of skin and adjustments of body motion in order to move as the body moves. Muscles get bigger as they are activated, they pull the skin across muscles and joints, different muscle groups engage when the body extends, etc. Veins can be part of the visible muscle mass, but I wouldn't say they're the "deformation" involved in a ML trainer aside from general inclusion of veins in the body model (but then the game designers are animating the veins at like 500% anyway to look cool and buff so what the machine learns gets blown out even if that data is used.) It's not about "deforming" the muscles already there to look more buff, it's about deforming all the muscles involved in a movement with stretch and flex to move correctly.
![63438006e420c.gif](https://cdn.80.lv/api/upload/content/0e/63438006e420c.gif)
They already have done vein-popping effects in previous SF and Tekken and MK releases, I believe? SF6 may have more topography of what's added to the model to make the veins pop, but I'm not seeing a difference in execution method. It's better than SF5, but I think it's a similar or adjacent technique.
![zangief-street-fighter.gif](https://media.tenor.com/BqzBGF1QYMUAAAAC/zangief-street-fighter.gif)
It's highly likely this is muscle deformation being performed on the GPU, given the Series S doesn't have a powerful GPU that's the end result unfortunately.
Maybe, but the ML of muscle deformation is done before its put into the game; a machine is trained on the body to move it as muscles should. (Which is interesting on these crazy SF character models who are built to look awesome first and foremost, realistic somewhere down the priority line, but with enough work, you can assign muscle structure to even the ridiculous muscle groups of the World Warriors.) You do need high-end hardware to then go through that massive data set of moving muscles and apply the proper evaluation as the game runs, but deformer performance in UE is supposedly "relatively lightweight in both memory usage and performance". (I think even God of War 2018 had muscle deformation system experimentations, though it's not the same level of rich data simulation.)
If it is actually ML, then it might be as you say just a bit too much on the Series S hardware for the framerate that Capcom needs to hit in a fighting game.
If it's an animated texture or a layer of veins/muscles swapping over the body skin, then it may be a matter of memory that they just have to shirk one FX layer to keep the game in the parameters.
It's a cutback either way, but one would be because the machine couldn't do it, the other because the machine worked better not doing it. And we'll see in future games, but my assumption is that we will see ML muscles on Series S games...
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