Unity's "Adam" Demo (Real-time rendered short film).

Uhm, i said SSRs are damn good?
My gripe is mainly with the movement of foliage\clothing and motion blur, which is supposed to be the main feature they're showing off.

Misread I guess.
What problem do you have with the cloth? Here a .webm:
https://giant.gfycat.com/FilthyIncompatibleArkshell.webm
Not only do you have the macro effect like a planar cloth sheet, but also the micro secondary motion on top of that from the placard/plating on that sheet.

I think that is pretty unique to see among a cloth sims in game engines.
 
Meh, Uncharted looks better.

UC4's main feature is peerless skin shaders, it doesn't really make any sense to compare.

Misread I guess.
What problem do you have with the cloth? Here a .webm:
https://giant.gfycat.com/FilthyIncompatibleArkshell.webm
Not only do you have the macro effect like a planar cloth sheet, but also the micro secondary motion on top of that from the placard/plating on that sheet.

I think that is pretty unique to see among a cloth sim in a game.

It's grossly overdone to the point of breaking illusion, since it can't handle movements that big in a physics-accurate way.
The lighting is damn good, it's the physics that's.. weird. It feels randomized instead of wind-based, much like the foliage. It looks like it's vibrating more than molding to the wind and shapes.
Take in contrast UC4's cloth simulation, which allows for nowhere as major movements as this does, but actually looks like the cloth is clinging to the shape it's covering, and taking the wind\force direction in.
 
It's grossly overdone to the point of breaking illusion, since it can't handle movements that big in a physics-accurate way.
The lighting is damn good, it's the physics that's.. weird. It feels randomized instead of wind-based, much like the foliage. It looks like it's vibrating more than molding to the wind and shapes.
Take in contrast UC4's cloth simulation, which allows for nowhere as major movements as this does, but actually looks like the cloth is clinging to the shape it's covering, and taking the windforce direction in.

I'm not really seeing what you're saying, it looks excellent to me
 
UC4's main feature is peerless skin shaders
That is a rather bold claim IMO.
It's grossly overdone to the point of breaking illusion, since it can't handle movements that big in a physics-accurate way.
The lighting is damn good, it's the physics that's.. weird. It feels randomized instead of wind-based, much like the foliage. It looks like it's vibrating more than molding to the wind and shapes.
Take in contrast UC4's cloth simulation, which allows for nowhere as major movements as this does, but actually looks like the cloth is clinging to the shape it's covering, and taking the wind\force direction in.
Beyond bringing up UC4 for some reason as comparison (I think The Order is a much more germane comparison since it has a lot of loose cloth, capes, and 'kerchiefs on characters), I am honestly not seeing what you are seeing in the present video. I am seeing all the clothing moving and rippling in the same direction with the size / mass of the cloth affecting its ripple frequency and pattern (hence why the cloak on the obsidian robot above is billowing while the small parchment-like bits of cloth are rippling in the wind).

I do not see how it is not "clinging to the shape it is covering" at all.
 
Incredible. I wonder how long it will be before we get games that look as good as that.
 
Correct me if im wrong but isnt this contradictory? If its rendered, its not real-time?

Rendering in real time means it renders each new frame fast enough to display the movie in real time without slowing down due to the next frame taking longer to render than the duration of the current frame is meant to be shown for.

Games do that too. It's pretty cool.
 
Rendering in real time means it renders each new frame fast enough to display the movie in real time without slowing down due to the next frame taking longer to render than the duration of the current frame is meant to be shown for.

Games do that too. It's pretty cool.

yeah im an idiot, after posting that i realized renders can be realtime (for some reason i was associating it with my limited experience rendering scenes in 3DSmax...) im just waking up, forgive me... lol XD
 
Looked good but other engines and games have been doing this for the last couple of years. Good to see a widely used engine like Unity is capable of stuff like this though.
 
Foliage was bad, but other than that it was really awesome.
IQ is really pristine, SSR is bonkers and PBR materials are really well done.
 
Foliage was bad, but other than that it was really awesome.
IQ is really pristine, SSR is bonkers and PBR materials are really well done.

Really? Maybe it's because the last game I played was The Witcher 3, but I thought the foliage looked pretty great.

WnDKURj.png

I don't see anything there that I'd call "bad."
 
Not even close to the best real-time graphics right now (Uncharted 4's cutscenes, UE4 Kite demo, UE4 Infiltrator demo... list goes on) , artistically nor technically, but a lot of great new features for Unity coming up. Can't recall anything in Unity looking this good.
 
Really? Maybe it's because the last game I played was The Witcher 3, but I thought the foliage looked pretty great.



I don't see anything there that I'd call "bad."

It looks damn great... when it's not moving.
 
Really? Maybe it's because the last game I played was The Witcher 3, but I thought the foliage looked pretty great.

I don't see anything there that I'd call "bad."
Most of them are 2D textures. The 3:04-3:06 scene looks really bad, because of that.
Of course everything i say, is in the context of high end tech demo.
Remember that Crysis 3 released 3 years ago and had grass tech that run on past gen consoles.
 
Now if only people that use the engine actually put some goddamn effort into their games instead of pumping out garbo
Not say all devs who use it are bad just alot.
 
That was great, the two figures remind me of robot ronin or something.

Loved the open ending. The film was only like 5 min long and had more emotion and better storytelling than most AAA games.
 
Most of them are 2D textures. The 3:04-3:06 scene looks really bad, because of that.
Of course everything i say, is in the context of high end tech demo.
Remember that Crysis 3 released 3 years ago and had grass tech that run on past gen consoles.

Crysis 3 grass was very nice, but it ran at a much lower frame-rate than the rest of the game, making it look very odd.
 
That was great, the two figures remind me of robot ronin or something.

Loved the open ending. The film was only like 5 min long and had more emotion and better storytelling than most AAA games.

It helps that it didn't have any of the usual shitty 'AAA' dialogue.
 
that was cool. As a tech demo it doesn't look more impressive than the Infiltrator video to me. In fact, I think Death Stranding tech demo at E3 looks more impressive to me (not sure what engine that is on though). The content in this is super cool, as is the lighting.
 
Now if only people that use the engine actually put some goddamn effort into their games instead of pumping out garbo
Not say all devs who use it are bad just alot.

Keep in mind that Unity 5 released in 2015. Unity 4 had NOWHERE the rendering capabilities of 5, which switched it's material rendering to PBR and it's lighting to Enlighten.
 
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