dfranke comments on New Year's Predictions Thread - Less Wrong

18 Post author: MichaelVassar 30 December 2009 09:39PM

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Comment author: dfranke 01 January 2010 08:43:21PM 2 points [-]

Why such a big gulf between your confidence for cinema and your confidence for video games?

Comment author: Vladimir_Golovin 01 January 2010 09:01:15PM *  7 points [-]

Movies are 'pre-computed' so you can use a real human actor as a data source for animations, plus you have enough editing time to spot and iron out any glitches, but in a video game facial animations are generated on-the-fly, so all you can use is a model that perfectly captures human facial behavior. I don't think that it can be realistically imitated by blending between pre-recorded animations like it's done today with mo-cap animations -- e.g. you can't pre-record eye movement for a game character.

As for the robots, they are also real-time, AND they would need muscle / eye / face movement implemented physically (as a machine, not just software), hence the lower confidence level.

Comment author: Chronos 01 January 2010 09:33:32PM 0 points [-]

The obvious answer would be "offline rendering".

Even if the non-interactivity of pre-rendered video weren't an issue, games as a category can't afford to pre-render more than the occasional cutscene here or there: a typical modern game is much longer than a typical modern movie -- typically by at least one order of magnitude, i.e. 15 to 20 hours of gameplay, and the storyline often branches as well. In terms of dollars grossed per hours rendered, games simply can't afford to keep up. Thus, the rise of real-time hardware 3D rendering in both PC gaming and console gaming.

Comment author: mattnewport 06 January 2010 07:24:40AM 4 points [-]

Rendering is not the problem. I would say that the uncanny valley has already been passed for static images rendered in real time by current 3D hardware (this NVIDIA demo from 2007 gets pretty close). The challenge for video games to cross the uncanny valley is now mostly in the realm of animation. Video game cutscenes rendered in real time will probably cross the uncanny valley with precanned animations in the next console generation but doing so for procedural animations is very much an unsolved problem.

(I'm a graphics programmer in the video games industry so I'm fairly familiar with the current state of the art).

Comment author: Chronos 11 January 2010 04:53:30AM 1 point [-]

I wasn't even considering the possibility of static images in video games, because static images aren't generally considered to count in modern video games. The world doesn't want another Myst game, and I can only imagine one other instance in a game where photorealistic, non-uncanny static images constitute the bulk of the gameplay: some sort of a dialog tree / disguised puzzle game where one or more still characters' faces changed in reaction to your dialog choices (i.e. something along the lines of a Japanese-style dating sim).

Comment author: mattnewport 11 January 2010 08:34:59AM 1 point [-]

By 'static images rendered in real time' I meant static images (characters not animated) rendered in real time (all 3D rendering occurring at 30+ fps). Myst consisted of pre-rendered images which is quite different.

It is possible to render 3D images of humans in real time on current consumer level 3D hardware that has moved beyond the uncanny valley when viewed as a static screenshot (from a real time rendered sequence) or as a Matrix style static scene / dynamic camera bullet time effect. The uncanny valley has not yet been bridged for procedurally animated humans. The problem is no longer in the rendering but in the procedural animation of human motion.