• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Next-gen consoles have reached CGI rendering in real time ?

Well Ryse is incredible too and is out right now.
2382191-4202506200-mariu.gif

2441844-2345175-6129981962-ibwka.gif

2560512-5870370333-ryse_.gif

marius3_by_raziel1992-d6ujkpt.gif

Some of those character models look straight out of the first Shrek movie.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Also, what's with the complete lack of 60fps CGI movies? It looks soooooo good! Studios should throw $300 mil at that shit.

Movie theaters aren't setup for 60 fps playback.

What do you think about the Uncharted 4 trailer running at 1080p60 in real time on PS4 with pretty much no visible aliasing?

In what sense? It looks fine for what it is, but I wouldn't mistake it for high end CG.

And I'd say depending on the game, a high end PC CAN come close to CG from 10 years ago but that's more of the game's limitation rather than the hardware limitation. Don't forget that the GPUs we're putting in our PCs are also used to create CG movies. The hardware is there, the coding and art direction is the bottleneck.

Davy Jones is almost 10 years ago at this point. Saying a single high end PC can come close to something like that in real time is ludicrious.

And the GPUs you're referring to? They're also used in renderfarms. In ILM's setup, they have several thousand CPUs and several hundred GPUs for jobs that can take advantage of it (usually simulations done in CUDA).

Here's a quick bit on Rango which was done just a few years ago:

Vital statistics

Total shots in film: 1,547
Total shots featuring Rango: 1,068
Total animation shots: 1,528
Animation man-hours: 79,724
Rate of animation: Two weeks for five seconds
Longest shot: 1,505 frames
Shots per night: 350 at peak
Render time: 120 million hours (13,670 years)
Render farm: Total processors 5,500, plus approx 3,000 high-end desktop systems used as needed (generally at night). Rango was one of up to eight large shows going through the facility over the course of its production.
Average time per shot: 12 hours to complete and render all the elements in one frame
Storage: 371TB during peak production, although the entire show was never online at one time

1tuU3.png

1hg5V.png

n5BlQ.png


https://www.youtube.com/watch?v=aqJdbgsVTdg
 

ethomaz

Banned
Is CGI rendered at 24fps initially? Or is it slowed down so that it looks natural? That UC4 gif is 60fps.
The U4 scene is realtime in 60fps.

CGIs in games are rendered in the fps of the game... 30fps most cases but there are cases with 24fps or 60fps.
 

JP

Member
Not even close and never will be.

As real time graphics in games improve so does what is possible through offline rendering. If Uncharted 4 can do that 60 times a second try and imagine what would be possible to have a single offline frame rendering for 24 hours on CGI hardware.
 

Gurish

Member
Is that Uncharted gif in-game?

Holy fucking shit it it is.

NO.
I didn't see anywhere the word "in-game" attached to that teaser, all i hear is "in-engine" or "real time- in engine", never "in-game" or "real-time" WITHOUT the "in-engine" word attached to it, so it's obviously does not represents gameplay graphics.
 

HarryKS

Member
EA UFC looks a lot like Undisputed 3, a lot. As if they're using the same textures but replacing the character rigs and animation system with the one EA MMA. It's not that impressive actually. The demo that is.
 
In what sense? It looks fine for what it is, but I wouldn't mistake it for high end CG.
Some other guy supposedly working on CG over at Beyond3D couldn't believe it was real time, because it looked so clean to him (to a degree that normally requires supersampling). Just wondering how you felt about it.
 
The nostalgia from that Tekken Intro. Hit me like a tonne of bricks.

Anyway, the polygon count isn't as high as older CG, but lighting and texturing has gone above and beyond for sure.
 

XiaNaphryz

LATIN, MATRIPEDICABUS, DO YOU SPEAK IT
Some other guy supposedly working on CG over at Beyond3D couldn't believe it was real time, because it looked so clean to him (to a degree that normally requires supersampling). Just wondering how you felt about it.

Hard to top the real-time tests I was seeing at ILM before I left there. One of the models being shown fooled someone who was working there for over a decade into thinking it was actual footage.
 

Gurish

Member
You sound so sure...have you played their last few games on last gen hardware???

Yes and they looked marvelous, especially U2 at the time, but they didn't look light years ahead of the competition like UC4's teaser, that's the main reason why i call bullshit on that one.
There is no way a game can trump all the best looking games like that and maintain 60 FPS, it's unreal and i wont believe it until we see gameplay or i hear ND promises this is in-game graphics and this is how gameplay will look 1 to 1, not all their "in-engine real time" bullshit.
 
Movie theaters aren't setup for 60 fps playback.



In what sense? It looks fine for what it is, but I wouldn't mistake it for high end CG.



Davy Jones is almost 10 years ago at this point. Saying a single high end PC can come close to something like that in real time is ludicrious.

And the GPUs you're referring to? They're also used in renderfarms. In ILM's setup, they have several thousand CPUs and several hundred GPUs for jobs that can take advantage of it (usually simulations done in CUDA).

Here's a quick bit on Rango which was done just a few years ago:
Average time per shot: 12 hours to complete and render all the elements in one frame
Sorry, i just find it amazing how Uncharted 4 looks considering it's 60 frames per second and how rango or even maleficent (guessing it took about 12 hours for each frame as well) rendered on a couple hundred computers look. I know there's no comparison yet, but i am still amazed the way drake's face animates and looks. I wonder how much better Drake would've looked if ND went with 30fps.
 

Kaako

Felium Defensor
I think the stuff we'll see from first party studios in 5+ years will blow minds. Slowly getting there. :)
 
Sorry, i just find it amazing how Uncharted 4 looks considering it's 60 frames per second and how rango or even maleficent (guessing it took about 12 hours for each frame as well) rendered on a couple hundred computers look. I know there's no comparison yet, but i am still amazed the way drake's face animates and looks. I wonder how much better Drake would've looked if ND went with 30fps.

Bear in mind there were no enemies at all moving around in that video, no bullets or explosions to calculate (ie) not a typical Uncharted in-game scenario. So it's kind of pointless for ND to say 'oh this is fully rendered on a PS4'. It's a cutscene. I don't recall looking at Drake's facial detail much when I was shooting about 10,000 enemies on the PS3 games.
 

RetroStu

Banned
Yeah it took 47 hours to render each frame of AVATAR, we are generations away from having that level on console, or PC for that matter.
 
Dumping this here again for the Sorcerer doubters:

Evolution of Quantic Dream's technology since 2006:

2006 (The Casting - Tech Demo on PS3)

2dtqs1.png


3dtrvs.png


4kqpgq.png

2010 (Heavy Rain - Game on PS3)



2011 (Kara - Tech Demo on PS3)

2013 (Beyond - Game on PS3)



2013 (Old Man - Tech Demo on PS4)

2013 (The Dark Sorcerer - Tech Demo on PS4)
vlcsnap-2013-11-21-0104jd4.png


vlcsnap-2013-11-21-01mzk07.png


vlcsnap-2013-11-21-01x0jfk.png


vlcsnap-2013-11-21-025ijux.png


vlcsnap-2013-11-21-01gojzh.png


vlcsnap-2013-11-21-02pmjzo.png


vlcsnap-2013-11-21-02hnj9u.png


vlcsnap-2013-11-21-02cxkvp.png


vlcsnap-2013-11-21-021kkkl.png


vlcsnap-2013-11-21-02aukr9.png


vlcsnap-2013-11-21-02kgk8u.png




2015/2016 (???)


Click to enlarge. No bullshots. All direct feed and real time.

Cage said Dark Sorcerer is "well below the visual quality we want to achieve on our next game and is the minimum standard you should expect from next gen".
Dark Sorcerer was created with their Beyond engine and pipeline, not their actual PS4 engine. He will be proven correct it looks like or already was with Uncharted 4.
 

RoadHazard

Gold Member
NO.
I didn't see anywhere the word "in-game" attached to that teaser, all i hear is "in-engine" or "real time- in engine", never "in-game" or "real-time" WITHOUT the "in-engine" word attached to it, so it's obviously does not represents gameplay graphics.

Nobody has suggested that it's gameplay. The point is that a single PS4 is rendering this in real time, which is damn impressive. Gameplay shouldn't look much worse.
 

RedSwirl

Junior Member
Also, I think optimization is going to account for smaller gains over the course of this generation compared to previous ones. In previous console generations developers dealt with extremely exotic hardware that had to be slowly learned. PS4 and Xbox One's x86 architecture will probably take a lot less time to learn, and thus I don't think you're going to see that massive difference between a 2015 PS4 game and a 2019 PS4 game.

I shoud have clarified PS1/PS2 era CGI in the OP

Well in that case, we passed the point of PS1-era CG a while ago. There are PS2 games that in real time look better than a lot of PS1-era CG. We're approaching the level of the CG you saw in games like Final Fantasy X and REmake.
 

Gurish

Member
Nobody has suggested that it's gameplay. The point is that a single PS4 is rendering this in real time, which is damn impressive. Gameplay shouldn't look much worse.

I don't know what tricks they are using, maybe the gap will be noticeable once you will have to render a gameplay scene with shooting and big set pieces compared to dedicating all PS4's power to the model in a cut scene.

Maybe it will come close at some very scripted QTE scenes when the developer has full control, but real time in gameplay most of the time you wont see such fidelity.

Besides he asked if this is confirmed in-game which suggest this is how gameplay looks to which i reply with a NO.
 

ghst

thanks for the laugh
What does that have to do with anything? No PC game looks as good as Uncharted 4.

you haven't seen uncharted 4.

what you have seen is a pixel precise non-interactive cutscene with every polygon arranged and every shadow baked purely to achieve the effect of keeping a fanbase from wandering astray for another 18 months.
 

KOHIPEET

Member
well current CGI video games are way above but if we compare some CGI from the last such as

Tekken TT intro on PS4

You gave me small heart attack with that typo.

On topic. It is a bit premature to say they (at least one of them) did, sure the older CGI intros are nowhere near as detailed as the Uncharted 4 teaser, but newer CG's, like those that are made for Blizzard's games for example leave U4 in thick dust.
 

Guy.brush

Member
Rendering a single character CU with nice SSS and GI in real-time is one thing, rendering a whole battlefield with hundreds of fighters, fluidsim pfx and a post-pro look that rivals offline compositing is another.
Real-time can come close to "CG quality" in smaller scenes, but CG render farms flex their muscle with incredible character count, polygon complexity, quantity & quality of pfx.
That AC Unity CG trailer is a prime example.
On top of the higher fidelilty of the content, it also has higher fidelity in image quality that you might approach if you render in 7680x4320 and then ds to 1080p but that would turn real-time into a <5fps slideshow in most cases.

This debate is a bit similar to Consoles vs. PC. Real-time 3d graphics will always need to work inside a certain performance (ms budget) / power envelope while offline rendering can just throw hardware at the scene with no regards to ms budgets. "CG quality" is also a term that needs to be tied with the time period it was made in, as the power of rendering farms and the tools changed dramatically over the last 20 years.
 

tanod

when is my burrito
No. CGI has the benefit of near-infinite draw distance, no level of detail effects needed and no aliasing.

No real-time engine will ever be able to match that level of image quality.
 
Hasn't happened yet, won't happen for ~10 years I would guess.

Character models will be the first thing to get near that threshold. Resource wise, they make sense to spend the most on. I'd guess we'll be approaching stylized photorealism, at least for characters, by the end of this gen.

Too many other hurdles in the intervening time though. Simple pixel counts and AA being big ones already mentioned.

Making environments seamless and computationally sane will be the bigger challenge. Even megabudget films struggle to get the necessary particle counts, shaders, and lighting complexity to make CGI environments believable.

"Rango" is a fantastic example of pushed environmental detail; and a good sign how far there is to go. We're not close.
 

blu

Wants the largest console games publisher to avoid Nintendo's platforms.
Not yet. But we are *slowly* getting there.
 

theofficefan99

Junior Member
Not even close. They're really impressive, don't get me wrong, but compare that stuff to Blizzard's, Blur's, and Visual Works' CGI, and it's not even comparable.
 

Dire

Member
Definitely not for that Order gif. High speed movement paired with very low framerates just looks nauseating.

The Uncharted gif looks amazing. I think the animation is even more impressive than the graphics though. It'll be the day when we get anything resembling that without motion capture. In any case it's a given the gameplay will look nothing like it. You can do an enormous amount of precalculation to put out image quality in scripted sequences that simply isn't possible in unscripted sequences. It's certainly an accomplishment, but I think somewhat misleading since people will likely equate real time rendering with 'this is what gameplay can look like" which is not accurate.
 
Top Bottom