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Final Fantasy At 2.5FPS

Rikardon writes: "Adding a little fuel to the ATi-vs-NVIDIA fire started earlier today on Slashdot, NVIDIA and Square are showing a demo at SIGGRAPH of Final Fantasy: The Spirits Within being rendered in 'real time' (four-tenths of a second per frame) on a Quadro-based workstation. Now that I think of it, this should also inject new life into this debate." Defender2000 points to the Yahoo article. Update: 08/14 09:30 PM by T : Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't .4 seconds per frame. Sorry.

308 comments

  1. Re:So what? by Ravagin · · Score: 2

    Yeah, well, it doesn't take long to string clichés together....

    -j
    --

    Karma: T-rexcellent.

  2. Re:Lies damned lies and benchmarks by Nihilanth · · Score: 1

    An acheivement is not always identical to the description of an acheivement. I was merely pointing out that the pictures didn't contradict the description like the parent poster asserted.

    But then, he's an AC, i should really filter those out.

  3. Re:So now which is smaller...? by Roushimsx · · Score: 1

    It'd still be smaller to download the actual movie as the original textures , audio samples, etc would take much, much, much more space. Especially if the movie is Divx4 compressed comapred to MPEG2.

  4. Re:What's the deal with panning FF's writing? by handorf · · Score: 1

    Eh? I prefered Cowboy Beebop's script to The Matrix!

    Hell, at even Digi Charat was more internally consistent! :-)

    --
    -- IANAEG - I am not an elder god.
  5. At what resolution? by Pop+n'+Fresh · · Score: 2, Insightful

    Rendering a movie at 320 x 240 or 640 x 480 is much easier than rendering it at the resolution and size of a movie theater's screen. If the Quadro was rendering the movie at 100 x 75 pixels, all this doesn't mean much.

    --
    *This page intentionally left pointless*
    1. Re:At what resolution? by vivarin · · Score: 1

      What I saw looked like at least 1024 x 768, maybe higher. The framerate looked "ok" -- about a third the speed you'd want for an FPS, but if Dr. Ross could be made a bit more "interactive" then the hardware might be worth it...

    2. Re:At what resolution? by AnotherBlackHat · · Score: 1
      Rendering a movie at 320 x 240 or 640 x 480 is much easier than rendering it at the resolution and size of a movie theater's screen. If the Quadro was rendering the movie at 100 x 75 pixels, all this doesn't mean much.

      Yeah, they're probably only really rendering a 1000 times faster, instead of the 13,500 implied by the math (when done correctly) or the 100,000 times faster claimed by the Yahoo article. I mean, who can get excited by a mere 3 orders of magnitude improvement?

    3. Re:At what resolution? by Anonymous Coward · · Score: 0

      That hardly makes a differenece. The same vertices should still have to be calculated. Only fill rate would be affected by the resolution.

  6. oh my bad memory and deleted old stories by thexdane · · Score: 1

    i was mildly surprised when i saw this for a couple reasons.

    1. they actually were able to do it, this quickly
    2. it was said that nvidia had no chance of ever being able to do something like this as it they weren't serious graphics cards.

    this comes from an article several months ago on maximum pc (sorry i checked for the link but it's not to be found, but if a staff member from there reads this and they can find the link please link it) which was about a flame war that someone from nvidia and one of the guys from sgi (i might be wrong on sgi, sorry if i am and i forget the names, it's not cause i don't want to leave them out it's that i don't remember), where the guy from sgi said that nvidia was off his rocker with saying that nvidia cards could ever come near the level of performance to do something like toy story and it would be many years, tho the article is less than a year old.

    well i guess the guy from sgi is eating crow now after reading what the nvidia cards are doing what they said would take years till bill gates becomes a linux lover in less than a year and right now i don't think that bill has really embraced the penguin quite yet.
    it was just an interesting side note to this story.

    1. Re:oh my bad memory and deleted old stories by donglekey · · Score: 4, Interesting

      No, he was absolutly correct. Toy story is not close to being rendered in real time yet and this isn't the same. There are many details to the REYES architecture that is used in PRman and likewise used to render toy story. One is the subdivision of NURBS patches and subdivision surfaces to the pixel level. Another is the surface, light, and volume shaders used. There are many many things that people are missing when they say 'Movie X rendered in real time'. What they really mean is 'Movie X rendered in near realtime, at a MUCH lower resolution, with a bajillion hacks to make it look as close as possible to the original.'

    2. Re:oh my bad memory and deleted old stories by Anonymous Coward · · Score: 0

      "the guy from sgi is eating crow now after reading what the nvidia cards are doing " you stupid stupid fucker - who does sgi codesign their VPro GFX chipsets with? nVidia. I know that you must be stupid, because that information is freely available on sgi's website. Therefore you must be a know-nothing cunt of the higest order. why don't you fuck off and die in a ditch somewhere cunt-burger?

  7. Still didn't get it right by Zaknafein500 · · Score: 0, Redundant
    Well, they fixed the headline, but the update says:
    • Update: 08/14 08:39 PM by T:Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't 4FPS. Oops.
    Shouldn't that read ".4FPS doesn't equal 4/10 a second per frame"?
    --

    "The guide is definitive, reality is frequently inaccurate."
    1. Re:Still didn't get it right by pgpckt · · Score: 1

      Yes, it should.

      --
      Lawrence Lessig is my personal hero.
  8. 0.04166 SPF by Monkey-Man · · Score: 1

    Typically, I believe a movie has a framerate of 24 FPS. Therefore, 1 sec / 24 frames = 0.04166 SPF. Right?

    1. Re:0.04166 SPF by xphase · · Score: 2, Interesting

      That's pure film. Anything using an optical printer(used for special effects, titles, CG stuff) or other method for combining film and computer effects needs to be at least twice as fast.

      --
      The following sentence is TRUE. The previous sentence is FALSE.
    2. Re:0.04166 SPF by Anonymous Coward · · Score: 0

      Actually it's half of that. Each frame is only projected on the screen for 1/48th of a second. The screen then goes black for 1/48th of a second while the next frame is pulled into position. This period of darkness is what allows your persistence of vision to work and lets you see the still frames as a moving image. Realize that when you see a 2 hour movie, you're sitting in complete darkness for an hour!

  9. ?? .4FPS by JiffyPop · · Score: 0, Redundant

    From the text it seems that you meant 2.5 FPS (or possibly .4spf? although who would want a sunscreen like that?)

  10. Re:.4FPS IS NOT 4/10s of a second per frame!! by mh_tang · · Score: 1

    rate: 0.4 frame per second count: 2.5 frames each sec rendered but playback obviously isn't 1 FPS. I believe movies are typically recorded at 24 FPS So it takes approx 9.6 seconds for each second of animation when rendering at 0.4 frames per second.

  11. Wow! Go Borland! by Hobart · · Score: 2, Funny

    0.4sec/Frame rendering is more powerful than Excel has EVER had. This is the first time I've a convincing argument in favor of Quattro based systems.

    --
    o/~ Join us now and share the software ...
  12. All right! 14 redundant posts! Keep it up! by infinite9 · · Score: 0, Redundant

    14 people chimed in to say that FPS != SPF. Where are the moderators when you need them?

    --
    Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
  13. Re:24 fps computer != 24 fps film (Re:Lets see...) by jedwards · · Score: 2

    And modern cards can't do blur, depth of field, etc. etc.???

  14. Re:Wireframe by mcc · · Score: 1
    You are correct.

    However i suspect (although i am not certain) that Ed Avis's point was that watching a 100fps rendered-in-realtime line-removal wireframe-only (with the wireframes colored based on a stripped-down version of the shading algorhythm) version of FF:TSW would be really fucking cool. I mean, if i wanted to see FF:TSW, i'd go to the theater. But if i went to siggraph, i'd want to see something i haven't seen. I'd want to see ff:tsw specially rendered in such a way that all skin textures were replaced with astroturf.

    C'mon, square, where's your creativity? You can render the thing in realtime, yeh, and it's maybe among the most impressive demonstrations ever committed by a human-- but you could do so much more. WHy not set up a booth like that, but with an interactive console such that the spectators can replace certain predetermined aspects of the movie with values that make no sense?
    NVIDIA EMPLOYEE: OK, what do y'all want to do now?
    GUY IN BACK OF CROWD: can you make alec baldwin's head twice as big?
    NVIDIA EMPLOYEE: [checks screen for options and types something]
    ALL: SWEET!!
    I mean, just think of the possibilities of something like that! Replace the old guy with a model of Sonic the Hedgehog. Continuously render all of the members of alec baldwin's team wearing NVIDIA t-shirts, or (yum) in skimpy bathing suits. Screw with the viscosity values in the renderer such that aki's hair always acts as if it is in zero-g. Or take out all the backgrounds and use the extra processing power to render all the characters with waist-length hair. I mean, just think. 30 minutes of work by the renderer programmers, and that would be the coolest demo EVER!!!

    that being said, i too am boggling at nvidia. How long until we're playing FPSes with Aki-quality hair on the characters?

    OK, really, I have nothing terribly socially relevant or interesting to say. However, in summary:
    d00d!!
  15. Re:Wireframe by Warin · · Score: 3, Interesting

    I think the point was to show that real time animation of the quality presented in the FF Movie is almost at hand.

    I had a friend in the early 90's in the computer animation field who was wowed when his first 486 with an astounding 8mb of RAM could render a full frame of a 640x480 scene in under an hour or so. So I can imagine that wherever he is now, he's happier than can be.

    And yeah, if they wanted to demo some huge frame rate, they could dump the textures to a lower quality..but then it wouldnt be all that impressive now, would it?

  16. So what? by ChristianBaekkelund · · Score: 3, Offtopic
    So what if it can render fast?... That still doesn't mean things like that can be MADE fast!...The ungodly massive number of man-hours that went into:
    • Modelling
    • Matte painting
    • Painting textures
    • Lighting
    • Shading
    • Animating
    • Writing!
    • Making the sound effects
    • Making the music
    • Doing the voice work & lip-sync'ing
    • Writing custom graphics applications for the skin, hair, etc.
    • Using said applications in the afformentioned modelling/animating/texturing, etc.

    So, yippee, it can render fast...too bad that has NO BEARING on the actual quality of the production (with the possible exception of the team gets to iterate on the work a little more).

    1. Re:So what? by Anonymous Coward · · Score: 0

      The point is not that this will speed up the creation of 3D CGI movies but that it may be possible to get the graphics quality of these movies into games.

    2. Re:So what? by Mantle · · Score: 1
      I don't think anyone thinks that a movie can be made in a month and a half and it probable never will. (A good movie that is).

      Rocky (1976) was shot in 28 days. Granted, that doesn't include editing and other post production but it's possible (probable?) the final product was finished in around 1.5 months. And yes, I think it's a good movie. =P

    3. Re:So what? by Anonymous Coward · · Score: 0
      So what if it can render fast?...

      One word:
      pr0n

    4. Re:So what? by donglekey · · Score: 3, Informative

      You have obviously never worked in a production environment. Rendering isn't everything. Nothing is everything. No one will ever be saying that rendering is the only thing, because anyone with half a brain cell knows that it isn't, and anyone who has ever looked at CG knows that you are stating the obvious.

      Rendering fast is a big deal though. Actually, its a fucking big deal. The faster something can be rendered, that faster people can work because the interactivity is there. Many 3D programs are instituting semi-real time fully rendered previews over limited spaces, like Softimage, 3DS etc. Everyone realizes the extensive work that goes into a movie. Toy Story took around a month and a half to render, I don't think anyone thinks that a movie can be made in a month and a half and it probable never will. (A good movie that is). Fast rendering is what drives the animation industry by allowing more interactivity, more complexity, and an every increasingly powerful toolset.

      I can't make a movie sitting here on my computer. I don't have the computing power for it. All of those other things keep me from the mecca of the one-man movie as well, but I could do them in theory. What I cannot overcome is the power it takes to render, and that takes computers, which likewise take money. So 'yippee' is right, it is a big deal to render faster.

      Now does this particulare demo mean anything? Yes and no. Geforce 3's and Radeon 8500's won't mean anything to final rendering time for a while, that would take alot of programming that hasn't been done yet. But interactivity is a huge deal, and it makes all the difference in the world to an artist who doesn't want to be constrained.

    5. Re:So what? by Anonymous Coward · · Score: 0

      That still doesn't mean things like that can be MADE fast!

      ...who said it does?

    6. Re:So what? by Cyno · · Score: 1

      Well, people are turning out not to be much more creative than a computer, and computers are a lot faster than we are. So I could see how a computer could create realistic models, textures, lighting, shading, animation and sound using clustering or P2P technology and genetic programming in future games. At the rate graphics and processor performance increases we'll be seeing less and less hardcoded graphics and more dynamic / generated data to max out the fill rate.

    7. Re:So what? by swordboy · · Score: 1

      The ungodly massive number of man-hours that went into:

      Related quote from the Simpsons:

      "Very few cartoons are broadcast live. It puts tremendous stress on the aminators hands."

      --

      Life is the leading cause of death in America.
    8. Re:So what? by sheetsda · · Score: 2

      The key point they were attempting to make here is that if you can do it real time you can make Quake look as good as Final Fantasy. Everyone knows you can't create a movie in the same time it takes to show it.

    9. Re:So what? by typedef · · Score: 5, Funny

      After seeing the movie, I don't believe that more than 30 minutes was spent on the writing process.

    10. Re:So what? by ZeroConcept · · Score: 1

      So we need a 200x improvement in hardware speed to make it run at 80fps. Yupee...I can do math!

    11. Re:So what? by mblase · · Score: 2

      No, rendering isn't the whole of the movie-making process -- but you're wrong to say that rendering doesn't take a lot of time from the production. The prospect of turning an hour-long render into minutes means that final video can be produced several times faster -- which also means it can be proofed and edited faster, and that (eventually) directors can test several angles, shots, or compositions without worrying about the amount of rendering time wasted.

    12. Re:So what? by CmdrPinkTaco · · Score: 1

      Rendering isn't everything. Nothing is everything

      /me ponders statement
      /me head explodes

      --
      Please give your mod points to others, Im at the cap. They will appreciate it more
  17. Re:Well then by JabberWokky · · Score: 1, Redundant
    it should be 0.4 SPF, not FPS.

    Which is it? A frame roughly every two seconds (.4 FPS) or roughly two frames each second (.4 SPF)?

    --
    Evan

    --
    "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  18. Re:FPS by jnik · · Score: 1

    Heh, sort of reminds me of the bad old days when AMD would quote system cpomparisons using twice as much RAM as the Intel system, to artificially inflate their scores.
    I presume you're talking about when AMD was still running K6 (classic) and Intel had just come out with the PII. AMD generally ran two comparision charts: one with the systems configured similarly (just swap out 200MHz PII with 200MHz K6) and one with the systems configured for the same price. The idea was "Look, we're pretty close clock-for-clock, but if you buy our stuff, you have enough money to really boost the performance." Neither benchmark is more valid than the other, so they ran both.

  19. Re:at the same resolution by socokid · · Score: 0

    Uh, as far as I know, these movies are still shown from FILM, which has microscopic resolutions. What the resolution was when transferring to film, which is MUCH smaller than a monitor, is what would be interesting to know...

  20. But the big question is by PanBanger · · Score: 5, Funny

    will this improve the plot?

    1. Re:But the big question is by Ravagin · · Score: 3, Funny

      The what?

      -j
      --

      Karma: T-rexcellent.

  21. Rendering in real-time won't happen... by soboroff · · Score: 5, Informative
    ``It has long been an artist's dream to render CG animation in real-time,'' stated Kazuyuki Hashimoto, CTO at Square USA.
    We've been able to render CG animation in real time since Ivan Sutherland was a grad student. What makes it hard is a classic Parkinson's law: your needs expand to fill existing processor power. When the movie companies and animation houses have more horsepower, they will go to the next level and push the state of the art in CG back from what's capable of being done in real-time.

    The FF render times sound about the same as numbers I heard from Pixar about Toy Story. What was that post a couple weeks ago, about the machine you want always costing $5000? Well, the frame you want to render will always take 90 minutes.

    1. Re:Rendering in real-time won't happen... by poloco · · Score: 1
      Real-time rendering could be made more accessible by using lossy type algorithms.

      For audio, MP3 uses the quirks in our hearing systems to filter out useless or less important data, how often do we stare at what is in our peripheral vision?

      Of course, this would be good for the general population, and not CG artists and fans of their work.

      ~poloco

    2. Re:Rendering in real-time won't happen... by Sabalon · · Score: 2

      Yeah...TV shows are all dark now anyway cause it's cheaper to shoot at night.

      I can just the the wave of "real-time rendering" promos.

      Sure...we can render this at 30fps - it's a polar bear in an snow storm, or there is our other demo...a story of one mans view of his world around him...oh, did we mention that man is blind, so the screen stays black the whole time.

      Or is that lossy type algorithms applied to human intelligence :)

      I suppose one could do things like "This part of the scene will be blurred in post - render it in low-res" kinda optimizations, if they are not done already.

    3. Re:Rendering in real-time won't happen... by Anonymous Coward · · Score: 0

      Parkinson's Law? What is it?

      You shall not stutter?

    4. Re:Rendering in real-time won't happen... by MtnMan1021 · · Score: 2, Informative

      I'd be curious to see if directors/artists will ever be "satisfied" with the quality of cg... if the level of cg will be indiscernible from reality to the untrained eye, as processor speed increases and the render complexity remains constant, render time would speed up. given the teasers i've seen of FF, that level can't be too many years off. do you think fully "realistic" cg is attainable?

      --
      jacob rothstein reed college
    5. Re:Rendering in real-time won't happen... by dillon_rinker · · Score: 3, Insightful

      I'd submit that the ultimate limit of real-time rendering will be when the onscreen characters are able to pass a sort of Turing test - are they human or computer generated actors? When the audience can't decide (ie, when the vote is split), the point of diminishing returns will have been reached. Further effort beyond that time will be devoted to better physics and more realistic modeling of human behavior - doesn't matter if you have that perfect rendering of a human face if the eyes never smile when the mouth does.

  22. digital film specs by Oryn · · Score: 1

    Although people seem to be quoting massive resolutions for digital image to film transfer, in most of the theaters I've visited (even the good ones) you would not be able to take advantage of resolutions like that. I'm guessing that due to inperpections in the screen shape and curviture, the picture is focused for optimum coverage which can be quite out of focas. Anyway the digital cinema standard is only 1280x1024. Check out the The Barco website for more info.

  23. Re:His error correction has an error!!! by Anonymous Coward · · Score: 0

    it's the end of the world! Duck and cover! Get a life!

  24. Re:Apples to Oranges? by donglekey · · Score: 3, Insightful

    Yep, very true. Also, I think that a lot of people aren't considering that even though frames might have taken 90 min. on an SGI the entire frame is not rendered all at once. I don't know for sure if the 90 min. refers to the entire frame, but I doubt it. There are layers upon layer for backgrounds, main characters, the ghost alien phantom things, shadow passes, reflection passes, caustic passes (in rare cases) and on and on.

  25. So now which is smaller...? by DahGhostfacedFiddlah · · Score: 1

    ...downloading the Final Fantasy movie, or just the models used to create it?

  26. Re:a few more years... by jchristopher · · Score: 1
    Who cares if Quake can render at 1600x1200 in real time? It doesn't look photo-realistic to me. The point is to be able to render a photo-realistic scene in real time, period.

    I can rephrase "DVD quality" to "looks as good as DVD", if it will help you understand. I'm sure eveyone knew what I meant.

  27. Re:Do the math... by Anonymous Coward · · Score: 0

    .4s/frame = 1/.4s/frame = 2.5 fps

    Anyhoo, that's good enuf for 3D. Let's start getting a stinkerator peripheral to produce smells.

    Imagine the 3D artificial pr0n. The API code would look something like this:

    BOOL rc;

    rc = ProduceFemaleCrotchStink(NUM_DAYS_PERCOLATION);

    (or, for men, NUM_YEARS_PERCOLATION).

  28. Blinn's Law by Anonymous Coward · · Score: 1, Informative

    It's called Blinn's Law (after Jim Blinn). The artist will increase complexity of the scene to negate any speed improvement due to upgraded hardware [wait time is constant]

    1. Re:Blinn's Law by soboroff · · Score: 1

      ahHA! You wouldn't happen to have a cite from Blinn's corner or his book?

  29. Re:Lies damned lies and benchmarks by Nihilanth · · Score: 1

    Upon inspecting the page you refered to, it would appear that the models are not, as you said, textureless. If that page is to be beleived, they have acheived exactly what they claim to have acheived, and more power to them.

  30. Finally some screenshots by donglekey · · Score: 5, Interesting

    Can be found at http://www.nvidia.com/view.asp?IO=final_fantasy

    The article (on yahoo) is pretty exagerated and sensationalistic, but the images are still very impressive, even they are about what you would expect at 2.5 FPS with such a powerful card. I think it is a pretty good indication of what the next generation of console games (after gamecube and x-box) will look like.

    1. Re:Finally some screenshots by SoLoatWork · · Score: 1

      add this to the front page!

  31. Re:Wait a minute: by ArhcAngel · · Score: 1

    Wouldn't you get a sunburn if you only used .4 SPF?

    --
    "A person is smart. People are dumb, panicky dangerous animals and you know it." - K
  32. Re:You actually saw the movie? by Anonymous Coward · · Score: 0

    Mod this sucker way down into oblivion!!

  33. Re:Do the math... by Wavicle · · Score: 0, Redundant
    sweet fucking christ, where the hell did you go to school?

    1 frame
    ----------- = 2.5fps
    .4 seconds

    or if we're using something closer to your math...

    2 frames taking 8/10 of a second, with 2/10 left over.

    Each frame takes 4/10 sec to render. 2/10 = x * 4/10. x = 1/2

    2 1/2 = 2.5fps

    --
    Education is a better safeguard of liberty than a standing army.
    Edward Everett (1794 - 1865)
  34. Re:... by timster · · Score: 2

    I see this a lot, and I feel a need to correct it in hopes that the correction meme will spread beyond this page and infect at least a few people. So here goes.
    You say that Intel is 100% X86 and AMD is 99.9% compatible. You state it as if obvious, and it sure _sounds_ obvious, but any meaning that can be attached to that statement is either false or irrelevant.
    The x86 architecture is documented in technical manuals published by Intel. Actually, I'm going to specify the "ia32 architecture" and thus ignore anything before the 386. Anyway, these manuals detail what the processor is going to do when fed certain instructions. Assemblers are written to these documentations.
    The first thing you have to realize is that each Intel processor has a different technical manual, because there are instructions added with every major revision. So if we take any given Intel CPU model (say, an i80386DX), and compare it to any other processor model (Pentium II), we can say with certainty that they are not 100% compatible. The Pentium II will react differently if given certain instructions; for example, it will process MMX instructions instead of objecting to them. You could not say these processors are 100% compatible and retain any meaning in "100%".
    Secondly, there are bugs. No Intel chip matches the specifications perfectly, and so every chip would be slightly under 100% compatible even with its own manual. (Yes, you hear about very few bugs, but there are many more that aren't really very important that you can read about on Intel's site if you want).
    Now we can say that AMD chips are no different from different Intel chips. Some AMD chips have capabilities like 3dnow! that an i80386DX does not have (and this is admitted by the chip in its processor flags). But that's no different from a Pentium II having MMX. And AMD chips have bugs also, but there's no evidence to show that AMD chips have more bugs or anything.
    Intel chips are not "100% X86 compatible" just because Intel makes them. That's like saying that Windows NT is 100% MS-DOS compatible just because Microsoft made it and can define what MS-DOS is. Even Microsoft will admit that certain applications which will run under MS-DOS will not run on Windows NT.
    And just as an aside, there are no undocumented instructions of even the most remote practical significance in Intel chips. Undocumented instructions are ignored by assembler and compiler developers.

    --
    I have seen the future, and it is inconvenient.
  35. Ask the RenderMan users, not PC card marketing by Ella+the+Cat · · Score: 1

    I still read newsgroups :) and while there's not much about Siggraph 2001 on c.g.r.renderman at the moment, there's some stuff about the GS cube - if the RenderMan users bother about this FF demo at all, I suspect they won't be impressed. Vermifax's /. post (#44) Score 5 Interesting makes the point well, plus it has the Tom Duff quote.

    ,
  36. It doesn't look as good as the movie by ThisIsNotATest · · Score: 5, Informative

    While it is impressive to see the movie rendered in real-time (with adjustable lighting sources and shadows and reflections) it really doesn't look as good as the movie did. I'm at siggraph now (just saw the demo five minutes ago) and the interactive polygon rendering techniques just can't match the radiosity/raytracing used for professional moves - its getting close though!

    1. Re:It doesn't look as good as the movie by Anonymous Coward · · Score: 0

      Uh....Final Fantasy was rendered with PRMan... There was no global illumination involved.

    2. Re:It doesn't look as good as the movie by Zach+Baker · · Score: 2
      Right. I also don't think there was any use of a ray server for PRMan in Final Fantasy, which means no ray-tracing was involved either.

      And from attending this year's RenderMan course, it was mentioned that hair (particularly with Aki) was the major bottleneck, enough that "upwards of 80 percent of Aki's render time could be spent rendering just her hair." Keep that in mind when you consider the render time for a character-oriented scene like this one.

  37. Re:His error correction has an error!!! by Raging+Idiot · · Score: 0
    Wow, so you're saying there was another fuck-up before he corrected it to say ".4 frame per second isn't .4 FPS"? And it's still fucking wrong?

    Maybe they should shut down for a few days and send the "editors" to a basic high school english course. You think?

    --


    Stupidity never felt so good.
  38. You're STILL wrong! by mewsenews · · Score: 0, Redundant

    "but as cxreg pointed out, .4 frame per second isn't .4FPS. Oops." Actually, .4 frames per second IS .4FPS (FPS stands for Frames Per Second, heh) I think what you might have meant is that .4 seconds per frame isn't .4FPS.. Isn't this supposed to be a geek site?

  39. Lets see... by swordboy · · Score: 4, Informative

    60 frames per second divided by .4 (frames per second) = 150. If we oversimplify and apply Moore's law to the speed of 3D processors, we will halve this every 18 months.

    As I see it, we are about 7 - 8 years away from this kind of rendering in real time.

    Thoughts? Comments? Complaints?

    --

    Life is the leading cause of death in America.
    1. Re:Lets see... by ColdGrits · · Score: 1

      Erm, this might be informative if it weren't for the fact that, like many many people, swordboy misunderstands and misinterprets Moore's Law.

      Moore's Law says absolutely NOTHING about performance (let alone "double speed in 18 months".

      All Moore's Law states is that chip COMPLEXITY (*NOT* performance) doubles every 18-24 months.

      --
      People should not be afraid of their governments - Governments should be afraid of their people.
    2. Re:Lets see... by Anonymous Coward · · Score: 0

      "Moore's Law" is different for graphics. Although nVidia's marketing would have you believe performance doubles every 6 months, its probably more accurate to say that it doubles every 12 months. In other words, your calculation should be reduced to about 5 years.

    3. Re:Lets see... by Kowoika+Dzeshamista · · Score: 1

      That's oversimplifying in the wrong direction.

      Factor of 150 to bring speed up; 30 months to double the speed of a graphics processor; 24 months to double the speed of a CPU; and 18 months to double the bus speed, therefore in 30 years we raise the speed by a factor of 2^47. Base 2 log of 150 is about 7.2288. Divide that by 47 and multiply by 360... 55 months and about 11 days (four and a half years).

      Being conservative here... I'd say six years.

      --
      Hold it in your hand and watch it disappear - set it free and watch it remain.
    4. Re:Lets see... by jedwards · · Score: 3, Informative

      You only need 24fps for the cinema. Knocks a year or so off your estimate.

    5. Re:Lets see... by Wumpus · · Score: 1

      Heh... I do.

    6. Re:Lets see... by tomlouie · · Score: 1

      That's if you only used one processor to render. Slap a render farm together with a fast frame queueing stack, and you can do real time Render 'n' Watch (tm)

    7. Re:Lets see... by skroz · · Score: 3, Informative

      Actually, at 2.5 frames a second, you'll only need about 5 years, give or take a few months.

      --
      -- Minds are like parachutes... they work best when open.
    8. Re:Lets see... by tenman · · Score: 1

      home systems capable of renderring movie quality images at 60 FPS...

      in 4-5??????

      home systems????

    9. Re:Lets see... by Cyno · · Score: 1

      Well, we've already surpassed moore's law and are doubling performance about every 8 months currently. And the rate at which we double performance, or release a new genereation of tech, is increasing. So I would predict at our current rate we'd be seeing home systems capable of renderring movie quality images at 60 FPS in 4-5 years, tops, not taking into account that the rate is increasing. And there could still be a leap in performance and technology if something like a quantum computer or public P2P processing software becomes mainstream by then.

    10. Re:Lets see... by Hazzl · · Score: 1

      Actually the rendering rate of the movie as seen in the theatres is 150K Frames / 6K seconds = 25 FPS! Therefore, applying Moore's law, we are only 3 - 4 years away to render it in real time.

    11. Re:Lets see... by Cruciform · · Score: 1

      Will we be able to come up with content in real time too? Whew, talk about your huge dev teams for games :)

    12. Re:Lets see... by RAruler · · Score: 1

      Yes, but not everyone has a render farm in their basement. You could do alot of things now on a huge number of computers that you won't be able to do on a single one for many years.

      --

      --
      Insert Witty Sig Here
    13. Re:Lets see... by Anonymous Coward · · Score: 0

      This would not be informative even if it were 0.4 FPS, which it isn't.

    14. Re:Lets see... by benb · · Score: 2, Insightful

      > 60 frames per second divided by .4 (frames per
      > second) = 150

      Not .4 frames per second, but "four-tenths of a second per frame", i.e. the other way around, which is the 2.5fps you can see in the title.

      If you double that 3.5 times, you have 30 fps, i.e. it will be ~3.5*9 months = ~2.5 years until we have it.

    15. Re:Lets see... by Cyno · · Score: 1


      Yes you heard me right. You doubt moore's law? Now my math is skewed a bit, that should have read 60 FPS at the resolution this quadro system was renderring, but I suspect we'll far surpass moore's law these next few years. Exponential growth baby!

      How long do you think it'll take before home systems will be able to render movie quality video in real time 60FPS? We're already pushing over 300FPS on quake 3. I don't know how many polygons get drawn there, and ray tracing is a lot more CPU intensive. But imagine this. A P2P network where a few nodes render the image for you. These nodes each render a 64x64 pixel area of the frame and your system puts together the pixels 60 times a second to create your smooth video. You can prerender a few frames in advance as long as you have the network bandwidth, processor power and software. I think we could possibly make something like that in 4 to 5 years. Hell, I've only been working in the field 4 to 5 years and we've made considerable advances I would have never imagined. Heh, Gigahertz processors. Who needs one of those? There already are 1.8 Ghz P4s. And I bet we'll see some dual 2 Ghz Athlon systems before the end of the years. That's 4 GB/s memory to processor bandwidth with > 1 GB of system ram and 1 Gbps network capacity over copper (and the ability to use it) in a HOME COMPUTER this christmas.

      Well, think of it this way, you want to render 60 frames at lets say 1280x1024 with 32 bit color depth. That's 60x1280x1024x32 bits of data a second, not including the math behind the ray tracing, which I know nothing about... But anyhow that's 2.4 GB of data per second. Almost managable with modern technology.

      We're not too far off from renderring movie quality video real time, in my opinion. The question is what kind of content do we want to render.

  40. Re:good god by TastyWheat · · Score: 1

    Yes we r tht bored. How bout some more informative posts then.

  41. Pictures by cmdrsed · · Score: 0

    For those of you that couldn't attend the demo personally, there are some pictures (small ones) at the Nvidia Website. Here is the link. Quite frankly I think it's simply incredible that they could render the movie in realtime at any resolution or framerate. As you can see from the pictures, the character still look pretty damn good. Bravo Nvidia!

    1. Re:Pictures by rash · · Score: 0

      That looks like crap
      compared to the movie.
      The complexity is non exeistand.

      And it has a complete lack of color depth
      and good shadows.

      (not to mention depth of field or good lighting)

  42. Re:A few factors to consider ... by donglekey · · Score: 1

    Ahhhh, the first rational comment I have seen yet on this topic. Also, where are their pictures? I find it odd that there are no shots of the render yet.

  43. A few factors to consider ... by misaka · · Score: 5, Informative
    It sure sounds nice when they write that they can render something that took 90 mins per frame at .4 seconds per frame, but is this really a fair comparison? I don't doubt that NVIDIA is bringing some wicked technologies to the table, but let's also consider:
    1. Size of rendered frames. What resolution was NVIDIA rendering out, maybe 640x480? 1024x768? FF was probably rendered out at 1880x1024 (about 2-3 times the number of pixels as compared to 1024x768) if not more.
    2. How did they have to massage the data before passing it to the rendering pipeline? I hear FF was rendered with Renderman ... are they claiming they can render RIB files through the Quadra chipset? If not, how much time does it take to convert/cook the data? If so, then ... wow
    3. How good did it look in the end? Were all the elements rendered properly, and does it really look anywhere near as good as the movie we saw in the theatre?
    Don't get me wrong, I'm excited to see this kind of technology coming, I can totally see this replacing, or at least complementing, our Linux render farm at some point in the future. But it sure would be nice if we had some usefull technical details to qualify this 90 mins verses .4 seconds render time comparison.

    --M

    1. Re:A few factors to consider ... by Rothron+the+Wise · · Score: 3, Insightful

      1. The size of the rendered frames probably doesn't matter at all. A scene from the FF-movie is most likely bound by polygon-throughput and texture memory which has to be swapped in and out (a real performance killer that one). You'd probably get roughly the same performance in 640x480 as in 1600x1200 antialias or no antialias.

      2. Renderman shader code implemented using pixel shaders? Hah, surely not in current hardware, and I doubt we'll see it for a few years at least, and by then Renderman will have moved on.

      3. Of course, the lighting model is a lot more primitive in the real time version, and the card can't do all the nifty post-prosessing done in the movie.

      All the macho marketing crap from Square and NVidia aside, this shows that graphics cards are able to give a pretty darn good preview of the finished frame in a very short time, which will be very valuable to animators when compositing and lighting scenes etc.

      --
      A witty .sig proves nothing
  44. Re:Apples to Oranges? by donglekey · · Score: 1

    Film and processing for a movie can cost 1 - 3 million dollars. For Episode II it was estimated that Lucas would save 3 million dollars by going to film. But of course the real advantage is effects being done while the production is still going.

  45. Re:a few more years... by Anonymous Coward · · Score: 0

    Quake III can already be rendered in the resolution that DVD specifies. DVD quality is resolution and compression. You have no idea what you are talking about, please shut the fuck up.

  46. You actually saw the movie? by motherfuckin_spork · · Score: 1
    why?

    I hope you at least snuck into the theater?

    If not, demand your money back.

    --
    Nope, not me, I must be someone else...
  47. Update: 08/14 08:39 PM by T: by snake_dad · · Score: 0, Redundant
    Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't 4FPS.

    No it isn't. But it is .4FPS!
    Are you drinking, Timothy? :)

    Disclaimer: I am... (drinking :-))

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    1. Re:Update: 08/14 08:39 PM by T: by snake_dad · · Score: 1

      Therefore, the update to the article needs another update :-)

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      karma capped .sig seeking available Slashdot poster for long-term relationship.
    2. Re:Update: 08/14 08:39 PM by T: by Raging+Idiot · · Score: 0

      Of course, you are absolutely correct, but that still wouldn't be what the article says.

      --


      Stupidity never felt so good.
  48. Re:Apples to Oranges? by donglekey · · Score: 1

    Lightwave, DivX, HDTV resolutions? Oh. Hell. Yes. I only wish my computer could play back all that DivX goodness.

  49. Re:.4 FPS? by TekkonKinkreet · · Score: 1

    I read this as 2.5 frames per second. Or about 1/10 the frame rate you see when you go to the theatre. I wonder if this is an average for the whole film, surely it must vary somewhat from frame to frame. I'm curious...so they render it in real time, but what about the physics and such? Precalculated, or did they do all that on the fly as well? No matter how you slice it, this is some amazing stuff.

  50. Geez. by Anonymous Coward · · Score: 0

    And I thought the movie was slow at the theatres.

  51. Re:Apples to Oranges? by zhensel · · Score: 3, Informative

    It doesn't actually take 90 minutes per frame to render. That is if the rendering was done on a single CPU. Square used a massive renderfarm so each frame took a variable amount of time based on the complexity of the rendered image and the fraction of the farm dedicated to that particular render operation. That's why you see things like "Final Fantasy took 1 million years to render" or whatever when you know it isn't exactly true. Look at ArsTechnica where they did an interview with some people from Square about the rendering process. I think there was even a slashdot article about it.

    And yes, it's a little rediculous for NVidia to suggest that their card is 100k times faster than Square's rendering hardware for FF-TSW. But what's more rediculous is that yahoo took that statement and printed it in its article with no explanation of exactly what NVidia means when they say that.

  52. THEIR original headline was wrong, not mine by Rikardon · · Score: 1

    I'm the original submitter. Just to vindicate my otherwise-good name:

    My suggested headline was "FF:TSW rendered in real time on NVIDIA Quadro."

    I said nothing in the headline about .4fps. In fact, if you actually READ THE BODY of the submission, you'll notice that the rendering speed was SPELLED OUT (four-tenths of a second per frame) so people wouldn't get it wrong. The original Slashdot headline (which read .4fps) was the editor's modification and bad math, not mine.

    Just to clear that up. :)

    1. Re:THEIR original headline was wrong, not mine by JanusFury · · Score: 0

      Well, I never thought it was your fault in the first place so whee :)

      --
      using namespace slashdot;
      troll::post();
  53. I don't know about you... by Wire+Tap · · Score: 1
    Man, in spite of what the post says: 'real time' (four-tenths of a second per frame)
    . . . I kind of think .4 frames per second is a bit slow. I mean, my measly GeForce 2 does a nice 30 frames per second in Half Life. *grin*

    Just kidding, of course. :-)

    --

    Man is born free; and everywhere he is in chains.

  54. REAL TIME!?!?!? by joealba · · Score: 1

    Remember? Real time doesn't mean 60 fps or "CLICK->DONE!"

    Real time means that they can predict with 100% accuracy how long a given operation will take to complete. In this case, they say that they can render each frame in .4 sec, so that IS real time.

  55. Is it 4/10 or 1/10 of a second? by Rimbo · · Score: 3, Interesting
    Because the Nvidia press release says differently:
    The average time it took to render a single frame in the Final Fantasy Technology Demo was less than one-tenth of a second, compared to the 90 minutes it took in the movie, Final Fantasy The Spirits Within!
    Spin doctoring?

  56. a few more years... by jchristopher · · Score: 2
    Soon, we'll have the ability to render DVD quality video in real time. This opens up tons of possibilities - imagine a version of final fantasy with DVD-style seamless branching based on user interactivity!

    The user could interact with the movie and affect the animation in real time. Or, to put that in perspective, imagine fragging your office mates in a photo-realistic Quake VIII. :)

    1. Re:a few more years... by FiNaLe · · Score: 1

      DVD's don't have any amazing resolution. It's not High Def. Hell, assuming it's D1 resolution, (I'm not quite up to spec on DVD, but it's prolly D1) it's 720x480, which if you do the math, it isn't 4:3, that's cause it's non-square pixels, meaning that with the rectangular pixels in a TV it displays 4:3, The letter boxing is done in hardware in the DVD player to "stretch" the movie horizontally, if you turn this off the movie is full frame, but looks squished.

      The compression can look good if the data rate is high enough, but something rendered in real time would be uncompressed and you wouldn't need to worry about that...

      But "DVD quality" is not 1600x1200, HD is only about the resolution of a 2k film scan...

      Actually, if they rendered the actually FF at the same resolution they did the film, D1 video would contain almost a 4th or 16th of the data as the film, which would make it fast enough to render at D1 res in real time...

      --
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    2. Re:a few more years... by Barlo_Mung_42 · · Score: 1

      Or imagine how the media will be able to generate realistic looking footage of anything on the fly.

    3. Re:a few more years... by Anonymous Coward · · Score: 0

      urr.. whats so special about DVD quality?

  57. oops is right! by infinite9 · · Score: 0, Redundant

    Update: 08/14 08:39 PM by T:Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't .4FPS. Oops.

    Uh, .4 frames per second IS .4FPS. I think you mean that .4 seconds per frame isn't .4 frames per second.

    This isn't that hard guys.

    --
    Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
  58. Re:Lies damned lies and benchmarks by Anonymous Coward · · Score: 0

    Only the very bottom picture of Cid (not Sid) shows real texturemapping on the face. The top picture looks gourad shaded as well as the others. Because of the close up, I am assuming that in this demo, there are multiple parts. This one happened to be a close-up of his face. Which is much more detailed then the rest of the screenshots. Its not really that hard to render a side of a face that isn't really moving like the rest of the demo was.

  59. Your update is wrong, T. by Anonymous Coward · · Score: 0, Redundant

    > Update: 08/14 08:39 PM by T:Original headline was wrong, said ".4FPS" but as cxreg pointed
    > out, .4 frame per second isn't .4FPS. Oops.

    YES IT IS! .4 frames per second IS .4 FPS. What you meant was 0.4 seconds per FRAME is not 0.4 FPS.

  60. Wireframe by Ed+Avis · · Score: 1

    Why don't they just render it in wireframe and get 100fps? With hidden line removal it would still be entirely watchable.

    --
    -- Ed Avis ed@membled.com
    1. Re:Wireframe by nick-less · · Score: 1

      Why don't they just render it in wireframe and get 100fps? With hidden line removal it would still be entirely watchable.

      It should run a descent speed if they remove some polygons or render without textures (just shaded...), dropping down to wireframe should'nt be necessary ...

    2. Re:Wireframe by beckerm · · Score: 0

      Has anyone stopped to think about the fact the QUAKE SUCKS???

      Moore's law cannot go on forever. We are quickly appraching a point at which things have become so small (afterall remember that Moore's law dictates that the size of components will half every 18-24 months thus allowing for twice as many components to be packed into the same space he observed from this that you could expect speeds to double but that was not part of his law) that we won't be able to make them smaller (i am of course not accounting for molecular computers, quantum computers etc. etc.). Richard P. Feynmn wrote a small paper on the limit of computers based off the fact that they are reaching the edges of physics i think it was in his book "The pleasure of finding things out" and probably in another one of his scientific books.

      Don't get me wrong, i think that we will have the technolegy in a few years to render FF:TSW real-time, however, i think that people won't be able to rely on Moore's Law forever. An interesting note: attached as an addendum on Moore's Law is a short law known as Rocks Law which states that the cost of equipment to build semiconductors will double every four years. The technology may exist, but can anyone afford it with Video card prices already at $200-400???

      --
      I'm not a jackass i just act like one!
  61. Do the math... by tweakt · · Score: 2, Informative

    .4FPS is NOT the same as "Four-tenths of a second per frame" which is it?

    1. Re:Do the math... by balls001 · · Score: 0, Redundant

      sweet fucking christ where the hell did you go to school?

      4/10 of a second per frame
      that means you can fit 2 frames in a second
      2*4 = 8
      so 2 frames taking 8/10 of a second, with 2/10 left over

      2 2/10 = 2.2fps

    2. Re:Do the math... by infinite9 · · Score: 1, Redundant

      .4FPS is NOT the same as "Four-tenths of a second per frame"

      That's a lot like my GNC suburban 4x4. Sometimes I think it gets gallons per mile instead of miles per gallon.

      --
      Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
    3. Re:Do the math... by infinite9 · · Score: 2

      How is this redundant?! It's a joke, laugh! Or at least make fun of my GNC typo!

      --
      Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
    4. Re:Do the math... by Anonymous Coward · · Score: 0

      I love it when a dipshit gets his comeuppance. Way to go, Wavicle!

    5. Re:Do the math... by Wavicle · · Score: 2

      Now if I could just give a comeuppance to the dumbass moderator who was viewing newest first and modded me down as redundant.

      --
      Education is a better safeguard of liberty than a standing army.
      Edward Everett (1794 - 1865)
    6. Re:Do the math... by jacoplane · · Score: 1

      hehehe i have to say this is one funny thread :)

  62. Well then by VFVTHUNTER · · Score: 1, Redundant
    it should be 0.4 SPF, not FPS.

    And all this time the doctors told me an SPF of at least 15 was the best ;)

    1. Re:Well then by balls001 · · Score: 0, Redundant
      jesus h christ, can nobody do any math?

      four-tenths of a second per frame

      that comes up to what, 2 1/5 frames per second. when the fuck did that become good? it's certainly not real-time.

    2. Re:Well then by Anonymous Coward · · Score: 0

      considering that its almost as fast as playing doom on my old 486/25, I'd say its impressive

  63. Re:.4 FPS? by smnolde · · Score: 0, Redundant
    .4 FPS != 4/10 second per frame.

    It's crap like this why the US population can't handle the SI unit system, not to mention their own gringo unit system.

    This is the same reason why hot dogs are sold in packages of twelve and buns in packages of eight.

  64. Re:It's amazing... by TBone · · Score: 3, Insightful

    Not only that, but holy bejeezus, there isn't a single link to the pertinent information in the submitter's italicized text. Timothy had to pull the story link out of some other submission. Come on people, I don't care about your freaking thread on Slashdot in the last 8 articles that mentioned Nvidia or SIGGRAPH or Squaresoft, I want to see the story.

    --

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  65. Re:Apples to Oranges? by Looge+Over+All! · · Score: 0

    Oh, I see.
    So what you're saying is that the lens assembly of the projector will degrade the 3x2 image recorded onto the film until it magically becomes 16x9 ratio despite the actual ratio it is projected at being 2.35:1 (21x9).

    Presumably the same mystical process happens in reverse while the images are filmed.

    Do they make these lenses out of the sort of glass you get in bathroom windows then or are they constructed from pure bullshit like your post?

  66. Re:Lies damned lies and benchmarks by Old+Wolf · · Score: 1

    Well, what someone claims to achieved is pretty much the same as what they say they did, you aren't saying very much here.
    Although, it seems that the '=' relation has been in doubt lately..

  67. That's pretty impressive. by dave-fu · · Score: 1

    Doubly so when you realize that while CPUs have been picking up pace according to the seemingly speedy Moore's Law, graphic accelerators have been picking up pace at Moore's Law cubed.

    --
    Easy does it!
    This comment has been submitted already, 276865 hours , 59 minutes ago. No need to try again.
  68. Re:.4 FPS? by catch23 · · Score: 1, Redundant

    2.5 FPS == 4/10 of a second per frame

  69. Redundant crap by Zeno_1 · · Score: 1

    Interesting article I thought, so I look at the comments, and 90% of them are people correcting the title of the article..

    I think after the first or second post we get it, the title is not perfect, but im a bit confused, as I think many of us have seen an incorrect title of an article before, so its been known to happen. Reading crap about 4fps is this and that, who gives a rats ass, it was a typo, get over it..

    Zeno

  70. "Quadro" vs. "GeForce" by Animats · · Score: 3, Interesting
    If the "Quadro" can do it, so can a GeForce 3.

    As I pointed out previously, NVidia's "Quadro" and "GeForce" lines are actually the same hardware. GeForce 2 boards can be "converted" to Quadro 2 boards with a jumper.

    The GeForce 3 and "Quadro DCC" boards both use the NVidia NV20 chip, have the same driver, and appear to be very similar if not identical. It's hard to find differences in the feature set. Only ELSA (which is basically a unit of NVidia) sells the Quadro DCC, and apparently only through 3DS Max dealers, along with a special 3DS MAX driver. It's more of a private label than a real product line at this point.

  71. Rendered Goosebumps by tarsi210 · · Score: 2

    From the: Who-needs-a-woman-when-you-have-a-video-card dept.

    Ok, quick Geek Test: If, upon reading this news post (despite the ditzy title), you did not instantly gasp, shiver, or become aroused, you are NOT a geek. Period.

    Which sort of answers my question to my friend after we watched FF for the first time. Is this the top of our abilities in CG? Or was it a matter of the producers saying, "Um...no. We can do a LOT better, but we'd have to wait 100 years for it to build/animate/render instead of 2, so we cut it down to size."

    If that is the case, then it's just a matter of BBF (Bigger, Better, Faster (tm)) in terms of hardware before we see something twice as good as FF. Otherwise, if this is the height of skill we have, then we're talking development of new technologies and methods of doing this sort of detail before we see something else come out.

    I'm no graphics expert, so maybe someone can answer that question for me. At any rate, the movie still made me shiver. Now I can watch it on my desktop...at 2.5fps, not .4 (dipstick)

  72. Re:2.5 FPS? by Junta · · Score: 1

    So you watched it in fast forward or something? (noting that film standard is 24 fps in theaters)

    --
    XML is like violence. If it doesn't solve the problem, use more.
  73. That's fast! by JanusFury · · Score: 0

    Shit, that's faster than Project Eden runs on my P3-750/3DProphet Kyro 2 4500 64MB/256MB RAM!

    Weird, Project Eden doesn't look as good as that movie, either...

    ;P

    --
    using namespace slashdot;
    troll::post();
  74. Re:Resolution, details, etc. by Anonymous Coward · · Score: 0

    Actually to nitpick, 29.97 fps is "real time". 30 fps would give you drop outs/suttering :) *goes back to lurking*

  75. Re:Apples to Oranges? by LMariachi · · Score: 1
    Film and processing can cost half a billion dollars. There's no limit to how much you can spend on it.

    35mm color negative stock is roughly 50/foot. Processing, including workprints, cleaning, video dailies, etc., about the same. So $1/foot. Figure 100 ft/minute (actually, running time is minutes=footage/93.48, but close enough) that's 9000 feet of film for 1.5 hr feature. Of course, you shoot a lot more than you use; 5:1 isn't unheard-of, but let's be generous and say 10:1.

    That's $90,000 for a feature's worth of 35mm stock and processing, without being stingy. To lend some perspective: Renting the camera body alone is about $600/day, not including lenses, magazines, batteries, tripod, heads,and about $1000/day worth of other shit. For a five-week shoot that's $50,000 just to be able to use the film.

    Five weeks feeding a cast & crew of 50 is almost $20,000 not including craft service (snack table -- believe me, it's not a luxury.)

    Point is, if the difference between $500,000 and $600,000 is all that's keeping you from making your movie, you're a lot better off raising that difference than trying to save money by shooting DV. Hell, you're better off shooting 16mm -- if you're being cheap all around, your sets & lighting aren't exactly going to benefit from 35's higher resolution.

  76. Re:Apples to Oranges? by Looge+Over+All! · · Score: 0

    The effective resolution is dependant on the physical film itself which is NOT 16x9 ratio.

  77. Re:Lies damned lies and benchmarks by omega9 · · Score: 1

    Mod this guy up. He's right.

    People's response to this, like most other topics, allways seems to come from whatever deep rooted belief they think will come true, or want to come true. Not to mention the hundreds of comments that get posted about misspellings and typoes while they're all missing the point entirely.

    The point of the article is to consider the progress being made in digital animation. You should know by now to never say never, especially if you're in the tech field. Why do you think that consumer graphics boards will never be able to produce something that looks as good as Final Fantasy:TSWI? Remember the old famous line "You'll never need more then 640k of RAM"? Yeah, I know, he never said it, but it proves the point. The box in front of me is stocked with 768M and it's been only what... 20 years? Go back and read this article. Then rethink it in terms of graphics technology. We're going to get, it's just a question of how long it will take.

    If all you have to do all day is rant about spelling mistake and prove you are the master authority on FPS then that's fine with me. I'll be dreaming about the day I can get a graphics board that will put a real-time rendered Aki on my desktop doing aerobics.

    Omega9
    $chown us base

    --
    I'm against picketing, but I don't know how to show it.
  78. Pretty cool by ioman1 · · Score: 1

    I think its pretty cool what technology can do in this day and age. Now if we can only get videogames that look like the movie.

  79. Re:.4 FPS? by Anonymous Coward · · Score: 0

    Yes, I'd forgotten that nobody ever makes arithmetic mistakes outside of the US. Thanks for pointing it out.

  80. at the same resolution by metalhed77 · · Score: 2, Interesting

    were they just rendering it on a 21 inch screen or rendering it at what must be the fantastic resolution needed to get it to look right on a giant movie screen?

    --
    Photos.
  81. Re:Apples to Oranges? by Jordy · · Score: 2

    I should have gone into greater depth. There are two major methods of flipping the standard 3:2 35mm frame to a wide aspect ratio.

    The first is called a matte whereby the top and bottom of the film are simply not used.

    The second method involves using an anamorphic lens which stretches the image vertically to fill the full frame. In the theaters, another lense is used to do the reverse.

    There is actually a third method which is used by a few high profile directors involving a lens which projects onto the sound strip area of the frame in conjunction with a matte, but I won't go into that.

    Anyhow, a great site which explains most of this stuff is http://www.hometheaterforum.com/home/wsfaq.html.

    --
    The world is neither black nor white nor good nor evil, only many shades of CowboyNeal.
  82. 24 fps computer != 24 fps film (Re:Lets see...) by Anonymous Coward · · Score: 0

    Mostly because of motion blurring. 24 fps on a computer is practically a slideshow.

  83. 4/10's of a second is not "Real Time" by TastyWheat · · Score: 1

    Although Real Time is a vague definition, Its safe to say that a frame every 4/10s of a second equals 2.5 frames a second. No where near 30 frames a sec, which is the classical notion of "Real Time". Not to be a nit pick but if I claimed that I was doing work at real time speeds and was in fact 2.5 fps, I'd be laughed out of Computer Science circles forever. Also .4 Frames a sec???? is the real headline? Thats even worse(1 Frame per 2.5 secs!) so I think the "real time" claim is very bogus and should be withdrawn regardless of the correction.

  84. Re:Still wrong! by Mawen · · Score: 1

    ...In other news, Slashdot proofreader their fires.

  85. The Nvidia site claims 1/10th of a second! by Anonymous Coward · · Score: 0

    http://www.nvidia.com/view.asp?IO=final_fantasy

  86. HEY! by Anonymous Coward · · Score: 1, Funny

    Has anyone pointed out that .4 FPS != 4 seconds per frame? I can't believe that nobody noticed that error! I must be a genius to notice that! All this time, I thought that Slashdot had educated, bright readers - I guess not!

  87. Hmm... by SilentChris · · Score: 2, Interesting
    Interesting.

    - Square has tie-ins to Sony (exclusivity clause of Final Fantasies on the PS1, rights to publish the movie).
    - Microsoft has tie-ins to nVidia (nVidia makes some of the chips for the XBox).
    -Square now has tie-ins to nVidia with this demonstration.

    Does this mean that more Square games will get ported to the nVidia chipsets, most notably Final Fantasy for the XBox? If I had a choice between the relative hardwares (rather than my PC, which would come first) I'd love to see what Square could do with an nVidia chipset.

    1. Re:Hmm... by JanusFury · · Score: 0

      Final Fantasy X for Windows/Linux :D *drool*

      --
      using namespace slashdot;
      troll::post();
    2. Re:Hmm... by Judas96' · · Score: 1, Informative

      Square has already said they Final Fantasy XI would come out on PS2, XBOX, PC, and possibly even the GameCube... http://gamespot.com/gamespot/stories/news/0,10870, 2784927,00.html http://www.rpgamer.com/news/Q3-2001/071401f.html

  88. .4SPF by BIGJIMSLATE · · Score: 0, Redundant

    Shouldn't it be .4 seconds per frame instead of 2.5 frames per second?

    Besides, any "realtime" demo can't show off all the hard work involving texturing and lighting that animators put into it. "Pixar quality animation" isn't what it is because of computers. Its due to the people who are using the computers.

  89. Re:Apples to Oranges? by Anonymous Coward · · Score: 0

    I saw the demo and people playing with it. I can tell you the resultion is not 640x480, more in the order of at least 1024x768, probably more, I only scanned the exhibition for the last 3 hours.

  90. Re:Resolution, film, and other stuff. by dazedNconfuzed · · Score: 2
    That's nice and all, but a long way from film-making.

    Not as far as you might think. Actually, it's about 100 feet down the hall from where I'm sitting right now.

    Consider the resolution. Images rendered for film are typically done at about 3000 x 2000

    The final product is about half that. Resolutions up to 4k x 3k are used for intermediate special-effects editing. Digital cinema will be operating about HDTV resolutions.

    we're left with another problem: you can't record VGA signals on film.

    With digital cinema, it's (roughly speaking) VGA in - so you could sit in the theater watching what's being generated at that moment. For film, it's not that big a deal to replace the VGA out with a connector to a real-time film recorder (remember the hall I mentioned above? go to the other side of the hall).

    --
    Can we get a "-1 Wrong" moderation option?
  91. I wonder how much is really 'rendered' by Hamfist · · Score: 1

    Now is it actually doing all of the rendering? or is there a bunch of PRECALCULATED information? Remeber compiling a Quake 2 Map. It was pre compiled to get the shading and lighting done beforehand so that it could be 'played back' in realtime. I suspect something similar is going on here. If it's really 'realtime' then they should be able to move things around and change stuff, not just re-render a movie. Nothing mind-blowing here.

  92. Re:.4 FPS? by Anonymous Coward · · Score: 0

    Umm... actually they're both sold in packages of 8 now. It's now just an embarrassing bit of our history.

  93. Re:Apples to Oranges? by RadagastTheMagician · · Score: 3, Informative

    Lucasfilm's Sony camera, on which they have filmed Episode II, and which was considered to completely supercede analog film, picks up 1920x1080 resolution. You don't really need that much resolution to look fantastically better than what passes for film these days.

  94. Try it yourself by Zecho · · Score: 1

    IGN has this article with more information, including a review, trailers, and some serious footage.

  95. His error correction has an error!!! by Wraithlyn · · Score: 1, Redundant
    ".4 frame per second isn't 4FPS" What the heck does that mean? Where did 4FPS come from? I guess he meant 0.4FPS? Because even THAT is wrong. Should read: ".4 seconds per frame isn't .4FPS"

    Great, just great. I don't normally nitpick article goofs like this, but this is just shamefully amateurish and unprofessional.

    --
    "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
    1. Re:His error correction has an error!!! by Mike+Schiraldi · · Score: 2

      It's kinda like, "One small step for man, one giant leap for mankind." :)

    2. Re:His error correction has an error!!! by Wraithlyn · · Score: 2

      Maybe I am mistaken, and the decimal point was there the whole time... I thought I cut n' pasted it directly though. Oh well... I won't lose any sleep over it. :)

      --
      "Mind, as manifested by the capacity to make choices, is to some extent present in every electron." -Freeman Dyson
  96. Re:Apples to Oranges? by Anonymous Coward · · Score: 0

    Most rediculous of all is that you don't know how to spell rIdiculous... retard

  97. Resolution, details, etc. by chill · · Score: 2

    What res? Film is usually somewhere well above anything a GForce can touch. 640x480 != 2048x1152 (or higher for Super 70 mm).

    Also, 2.5 FPS isn't "real time". 24 fps film is "real time". 30 fps on video is "real time".

    HOWEVER, this would be incredibly useful for generating dalies; spot render checks; web-based trailers and streaming video; Television-quality animation; etc.

    Now you can PROVE to a director that a plot sucks, even in final form, and no all the whiz-bang graphics don't help!

    --
    Learning HOW to think is more important than learning WHAT to think.
  98. 2.5 FPS is real time... by AnarchoFreak_00 · · Score: 1
    Acctualy, 'real time' has nothing to do with FPS. real time, means that it is happening at the same speed as in real life. FPS is a mesument of how many frames is displayed per second. But you already knew that.

    I think what you meant is that 2.5 FPS isn't considered fast enough to trick you into seeing motion. Minumum is 12FPS.

    So it is real time, but the FPS just isn't fast enough to trick your brain into thinking that it is real motion.

  99. Re:If... by Frey · · Score: 1

    Q: If .4 frame per second != .4FPS what does?

    A: .4 Foolish Postings at Slashdot

  100. Re:.4FPS IS NOT 4/10s of a second per frame!! by Wakko+Warner · · Score: 0, Offtopic

    Yes.

    I fucked up. And slashdot is making me wait 20 seconds to reply. And now another 2 minutes to post. God damn it, I love bad perl.

    - A.P.

    --
    "Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
  101. THAT'S NOT COMPARING APPLES TO ORANGES! by Anonymous Coward · · Score: 0

    This is

    You're welcome

  102. CG in real time is a big deal by Sk3lt · · Score: 1

    I have just got into 3D animation and it made me see 3D in a whole new light... I am current learning 3D MAX and while its not as good as maya it's still one of the best 3D programs to learn.... I have found that usual renders take around 5 minutes per frame... 5 minutes! that's without textures or anything... now if Square and NVidea can pull off the quality of CG in the FFMovie in real time then it will definitely put ATI into their corner crying. NVidea have always been one step ahead in the graphic world and with a team up with Square noone can stop them. Well maybe ATI should think about teaming up with Namco or something.

  103. realtime rendering in the future by kettch · · Score: 1

    Just think, in the future, CG and computer technologies will have advanced to the point of creating fully autonomous and sentient creatures who look 100 percent like humans, and have the ability to adapt to play any role that is required for movies. They will have specially designed "movie personalities" to help them do this. Since they will only be in movies, not much attention will be paid to other personality subroutines and off screen they will be shallow and impersonable.

    Unfortunately, they will be extremely expensive, and will require several million dollars per movie to operate. This will result in entire industries popping up in the areas where they make movies to support these automatons.

    These constructs will be designed to be much more physically attractive that is humanly possible, and will be able to achieve freakish proportions in various parts of their bodies. They will be extremely popular to acquire images of from the internet.

    Along with these new "movie drones" as they will be called, will come the technology to render fully realistic scences directly onto the medium of choice for making movies.

    --
    Opportunities multiply as they are seized. --Sun-Tzu
  104. Re:.4FPS IS NOT 4/10s of a second per frame!! by tosderg · · Score: 2, Redundant

    "4/10s of a frame per second means you can do just over 2 frames per second."

    Wouldn't it be 4/10s of a second per frame means you can do just over 2 frames per second?

  105. Re:Lies damned lies and benchmarks by Anonymous Coward · · Score: 0

    Not only did they achieve exactly what they say, but the guy operating the demo was cranking the level and bump mapping and skin detail up and down on the fly...

    Aki just doesn't look as old as Donald Sutherland...

    Hell of a demo... And right next to it, they were showing a 6 processor Real-Time Shading Library demo (a real-time subset of Renderman)...

  106. Re:.4 FPS? by smnolde · · Score: 1

    I find that non-US persons are more familiar with unit systems. Even though I'm an American (chemical) engineer, few of my friends would know what FPS means. They might have a guess at SPF since sunblock is commonly advertised on TV. If only computer hardware was more actively advertised....

  107. ... by Slitwrist · · Score: 1
    Hmm. Realtime rendering thru a GPU. Which means the the programmers who make the game/movie are going to have to work WITH the board manufacturers, and also imply that there would be only ONE 3D card company, because it will be geared to that board and taking advantage of hwat that card offers. Maybe we'll see it go the way of Intel/AMD? Intel is 100% X86 arcitecture.(duuhhh), with AMD being 99.9% compatible. However, CPU's and GPU's are wildly different, so i doubt that will happen.


    My .02

    --
    Carpe Noctem -=- Seize The Night
    1. Re:... by Osty · · Score: 1

      That's where the beauty of a high-level graphics interface (a la OpenGL, or DirectX) comes into play -- as long as all the chipset manufacturers are providing similar functions, such as vertex and pixel shading, hardware T&L, FSAA, and so on, it doesn't quite matter just how those features are implemented. The API you're using will abstract it enough for you. Yes, I know you can write manufacturer extensions to OpenGL, and to use them means special-casing some of your code, but it's often worth the small amount of extra work to take advantage of those extensions. As an example of games being able to take advantage of new hardware features while still being backwards-compatible with older cards, look at Id's work (Quake 3 Arena, in particular, but everything since glQuake makes a good example).

      nVidia may be the de facto 3D accelerator standard, but ATI is still plugging away with their new Radeon card. The only problem I see is that it's pretty hard to compete with a company on a 6-month release cycle when you're on a year+ cycle (even if half of the other company's releases are just refreshes of their last chipset, there's still a total increase in speed or features). Add to that nVidia's excellent driver support (what other chipset manufacturer can claim a 10%-30% speed increase solely by upgrading drivers? who else can say that they can release a single driver binary and cover their entire product line -- from the original TNT1 to the GeForce3, everything in between, and future chipsets?), and ATI has an uphill battle in the hardware acceleration market. At least they have a healthy income from OEM partners to help finance their higher-end work.

  108. Re:Apples to Oranges? by UberLame · · Score: 1

    2048 seems to pretty much be standard. Some people do shots in 4096. Toy Story was at a lower resolution, something like 1400 pixels across.

    To render it on a quadro, I'd imagine that they would also have to cut texture resolutions, but that article just didn't say enough about what happened to be usefull.

    --
    I'm a loser baby, so why don't you kill me.
  109. You were expecting the Psychic Friends Network? by Rimbo · · Score: 1

    We're geeks -- what do you expect???

    1. Re:You were expecting the Psychic Friends Network? by MaxwellStreet · · Score: 1

      Hehe. . . maybe that self-professed geeks can do a simple math conversion?

  110. Re:It's all about image quality... by Anonymous Coward · · Score: 0

    I think if they are going for image quality they will probably concentrate on terms that actually mean something other than diffraction (diffusion + refraction?) and interference.

  111. Malda and Hemos by Raging+Idiot · · Score: 0

    The "bosses" (as it were) of slashdot really need to get everyone together and figure out a solution to the "endless fuck-ups are us" brigade. The problems seem to be endless. I really would like to just see a whole day go by where they don't fuck something up so badly that it HAD to be intentional. I mean, we've seen this article corrected TWICE and it is STILL WRONG! What the fuck does it take to get them to think? Clue by 4, me thinks.

    --


    Stupidity never felt so good.
  112. Re:If... by Nihilanth · · Score: 1

    Since slashdot has now disproved the reflexive property of equality (A == A), we can now deductively proove any random assertation that pops into our minds.

  113. Re:It's amazing... by Raging+Idiot · · Score: 0

    Yeah. After all, we wouldn't want to hold the slashdot "editors" accountable for their mistakes now would we? After all, it would be terrible if they started doing things the right way. Slashdot would disappear from the lack of mistake flames.

    --


    Stupidity never felt so good.
  114. 4/10 of a second per frame... by Microlith · · Score: 1

    So that gets us about 2.2 frames per second. Impressive.

    A full second of video (24 FPS) would take 11 seconds to render.

    1440 frames for a minute of film.

    152640 frames in the whole movie.

    6360 seconds of video in the movie.

    69960 seconds to render the movie, which means that to watch it rendered in realtime (not really), it'd run for about 1166 minutes, or about 19.4 hours.

    My math may be wrong, but that's not bad. Of course, one may want to claw their eyes out after sitting that long...

  115. Lies damned lies and benchmarks by Anonymous Coward · · Score: 1, Informative

    http://www.nvidia.com/view.asp?IO=final_fantasy Notice the picture of the girl is virtually textureless. No moles or skin blemishes like in the movie. Also they say the "Technology Demo" runs fast while the movie ran 90 minutes per frame. It does not say they rendered the actual movie at that speed.

    1. Re:Lies damned lies and benchmarks by Nihilanth · · Score: 1

      Quite right. In the short time i've been posting on this little BBS, it's not difficult to see which posts are based in reason, and which are in fashion.

      Originally reading the article, i was blown away that they had acheived that small framerate..I remember playing DOOM on my old performa and acheiving a similar framerate, and again trying to get Q3A to run on my roommate's IMac (as i blazed happily along with my intel/geforce combo). Looking forward to today, with my 1.33 t-bird and geforce3, the graphical limitations that i struggled through "back then" seemed ludicrous. Not all that much time has passed, and we're still pretty far off from that ultimate limit of binary computing of 10^19 operations per second (for a computer weighing 1kg).

      It's only going to get better, and i can't wait.

    2. Re:Lies damned lies and benchmarks by Anonymous Coward · · Score: 0

      don't be a fool - the film was "animated" using mocap actors. How is your desktop beige-o-thon going to do that? And please bear in mind that the artists on FF were using sgi Octane MXEs as their workstations, which are not significantly more or less powerful than this GFX card, just more expensive. is article is PROBABLY the most pointless flame bait I've EVER seen. Is there a chance that - one glorious day -there will be an article posted that isn't mindless product puff; by someone who has any idea about the subject at hand; an commented on by people who can read/think/conclude/respond????? fuck you all THIS IS ALL BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS BOLLOCKS

  116. Re:It's amazing... by Tattva · · Score: 1

    Why yes, it is amazing that it can render at .4 fps. That is quite a feat of silicon and software. I didn't read your post but I assume that's what you're talking about!

    --
    personal attacks hurt, especially when deserved
  117. Re:.4 FPS? by mybecq · · Score: 0, Redundant
    When isn't the 'Update' even correct?
    Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't .4FPS. Oops
    Oops again: .4 frames per second is .4 FPS.
    However, it is not .4 seconds per frame.
  118. It's amazing... by 11223 · · Score: 1, Redundant
    In a situation like this, to see the comments which either (1) bash the submitter's poor math (.4 SPF != .4 FPS), e.g. read the article, or (2) just post something about "how slow .4 fps is", indicating that they didn't read the article at all.

    A most intriguing study of slashdot responders.

  119. A sunburn waiting to happen by infinite9 · · Score: 2

    .4 SPF

    Heh, if you think I'm going to the beach with .4 SPF sunscreen on, you're out of your mind!

    --
    Disconnect your television. Do your own research. Draw your own conclusions. They're probably lying. Don't be a sheep.
  120. Re:.4FPS IS NOT 4/10s of a second per frame!! by Anonymous Coward · · Score: 0, Offtopic
    Jesus! We do math good at slashdot.

    About as good as you do grammar.

  121. Re:Apples to Oranges? by xenocide2 · · Score: 1

    Amazingly the digital movie format is 640x480. If you ever go to a digital movie, look at the edges and you can see the jaggys where the screen ends, if you're watching on a taurus screen.

    --
    I Browse at +4 Flamebait

    Open Source Sysadmin

  122. Apples to Oranges? by All+Dat · · Score: 5, Insightful

    Notice how the official "press release" doesn't state the resolution it was rendered at? What's the movie resolution? Several thousand by Several thousand I imagine. Does doing it a 640x480 or LOWER mean the same thing? I have a hard time believing that a Quadro Setup can render something in .4 of a sec that their SGI setup takes 90mins to do. If Nvidia WAS INDEED 100,000 times faster at this using a Quadro setup, we might have heard of this before? Something's missing from this methinks.

    --


    3-Server OC-3 Linux Counter-Strike Cluster
    www.rnp.ca
    1. Re:Apples to Oranges? by MarkoNo5 · · Score: 5, Informative

      From http://movieweb.com/movie/toystory/toystory.txt

      "RESOLUTION:The resolution of a digital image refers to the number of pixels stored. For "Toy Story," the resolution is typically 1536 x 922 pixels."

      Marko No. 5

    2. Re:Apples to Oranges? by donglekey · · Score: 1

      I don't really see how 3000x2000 pixels could simulate 35mm film when the Ratio isn't even correct. movies are filmed at a 16x9 ratio not 3x2.

    3. Re:Apples to Oranges? by lordpixel · · Score: 3, Insightful

      Hmm, I seem to remember reading a very convinving analysis which said about 3000x2000 was what was required to match standard 35mm film *well projected* in an average size theatre.

      I don't have a link, but it was all to do with the physical optics of the eye and the point at which the eye can't tell the difference between one dot and two dots when projected onto the opposite wall. Sooner or later you just don't have enough retinal cells to be able to see any more detail.

      My fear is that by pushing this through a couple of years too early at this slightly lower resolution we'll see a net loss of quality. If the switch to digital was to happen in 5 years time then theatres' projectors and studio's cameras would be more likely to be 3000x2000 equipment.

      If the public accepts the lower resolution, why spend the money on upgrading.

      That said I saw Akira digitally projected this year on a huge screen (of course, it was originally film, not digital tape) and it was beautiful.

      Of course, given most movies most of us see are projected using dirty equipment by an untrained 16 year old at a multiplex it probably doesn't make any difference. The current resolution is probably good enough. A bit like DVD and HDTV.

      --

      Lord Pixel - The cat who walks through walls
      A little bigger on the inside than out

    4. Re:Apples to Oranges? by LordOfTheHunt · · Score: 2, Interesting

      The 1920x1080 figure quoted is the upper end of the HDTV standards. There is a very good reason the new digital cameras used by Lucas et al.. are capturing at that size. If you capture at 1920x1080 digital, then you cut an entire step out of the process of producing for the much more lucrative home markets.

      I know that no one is broadcasting or releasting at 1080i resolution yet, but it's only a matter of time. DVD has allowances for this, as do some of the new tubes coming out of sony. Even my 19inch monitor sitting here on my desk does 1920x1080.

      Scott

      PS. DivX encoded 1920x1080 Lightwave rendered animations look sweeeeeeeet...

    5. Re:Apples to Oranges? by cheinonen · · Score: 2, Interesting

      Flim resolution is around 3500x2000 (I know the ratio isn't exactly right) from what I learned in imaging class a couple years ago. All films are shot on 35mm film typically, which has a 4x3 ratio. However, they capture it with an anamorphic lens which basically compresses a 1.85:1 or 2.35:1 ratio (films are NOT shot at 16x9) onto the 4:3 film. Then, in a theater, they project with the same lenses to unstretch it. Try watching a DVD on a 4:3 TV with the DVD player set to anamorphic mode (for 16:9 TV's) and you can see what I mean. Anyway, people are keen on using digital film and digital projection because it saves cost in duplication, editing, equipment, etc... I have yet to find any serious film person that acually says that digital video has a technical advantage in resolution, detail, contrast ratio, or anything like that. Digital Video is great for many things, don't get me wrong, but unless there is an improvement, instead of just being close to as good, I'd like to stick with film for the moment.

    6. Re:Apples to Oranges? by Cryptnotic · · Score: 1
      Actually, 35mm film is intrinsically a 4:3 ratio. It's usually cropped to a different ratio either in camera or in post production. There are something like 50 different formats that are used.

      Cryptnotic

      --
      My other first post is car post.
    7. Re:Apples to Oranges? by enneff · · Score: 2

      There is one _massive_ improvement that Digital Video offers over film, and that is cost. Film costs tens of dollars per minute - video is rediculously cheap in comparison.

    8. Re:Apples to Oranges? by LMariachi · · Score: 1
      Whoa there. Not all films are shot with anamorphic lenses. Many are, maybe even most (although I think that's pushing it (no pun intended)), but many are shot with spherical lenses and printed anamorphically. (Spherical lenses tend to be faster and have greater depth of field.) Often the film is simply masked in printing to give a wider aspect ratio.

      Lastly, 65mm is shot at anywhere from 2.20:1 to 2.76:1, which is a lot wider than 16X9, but hardly anyone shoots 65mm anymore. The last one I recall was Far and Away.

    9. Re:Apples to Oranges? by LMariachi · · Score: 1
      It's true that digital is a hell of a lot cheaper than film, but if your budget is such that the film costs are a hindrance, you probably don't have enough money to mount a decent production anyway.

      Not to say that it's impossible to make a good movie very cheaply, but even on an indie feature, paying and feeding the cast and crew ought to be costing at least an order of magnitude more than the film stock and processing. Then there's camera rental, lighting & grip package, prop rental, location fees... Sure, you can "do without" a lot of it, but the more you skimp on that shit, the less leeway you have to make the movie you want. Skimp too much and it's like trying to do the Sistine Chapel with crayons.

      Digital's big advantage is in shooting documentaries -- you don't have to stop to reload all the time, and if you're out in the middle of nowhere you don't have to lug around a lot of film cans or worry about them getting exposed.

    10. Re:Apples to Oranges? by Anonymous Coward · · Score: 0

      "Lucasfilm's Sony camera, on which they have filmed Episode II, and which was considered to completely supercede analog film, picks up 1920x1080 resolution. You don't really need that much resolution to look fantastically better than what passes for film these days" and who the fuck are you with the big film knowledge? do you know anything about film resolution; lenses; production and post-production; 24P video? anything??? you stupid stupid fuck

    11. Re:Apples to Oranges? by Anonymous Coward · · Score: 0

      "The effective resolution is dependant on the physical film itself which is NOT 16x9 ratio." BOLLOCKS the effective resolution is determined by every image modifying function. Resolution is an objective term, you're talking about sharpness. Makes much more sense to discuss MTF - Modulation Transfer Function of the system.

    12. Re:Apples to Oranges? by odaiwai · · Score: 1

      A standard 35mm photo negative or transparency is 36mmx24mm. Film, however, is shot vertically, so the width is 24mm and the height is 18mm? It's not always shot at letterbox, sometimes it's shot full frame and letterboxed later.
      A good film scanner will get 2700dpi or 106dpmm which gives you a horizontal resolution of about 2500pixels.
      That would be the upper limit, and you'd be able to see the film grain at a scan of that size.

      dave

    13. Re:Apples to Oranges? by tshak · · Score: 2

      I have a hard time believing that a Quadro Setup can render something in .4 of a sec that their SGI setup takes 90mins to do.

      You have a point, but it's not as crazy as you think. Although SGI's have 3D acceloration (as our gaming machines do), this is used for the actuall modelling. The server farms use don't use the video card to render (they can't for multiple reasons). Consider this: try playing Quake 3 on a 1ghz Athlon in Software mode (if you can). It looks like crap and runs sloooow. Put a geforce 3 in it, and you can get a 100x speed boost (ambiguous number to make a point). This is because the rendering get's done in the hardware.

      The only problem with this, is that when you move to hardware acceloration, you can't use the super complex rendering engine that they used to render the movie. Therefore, the visual quality can't possibly be as good.

      One final example: go buy a mega PRO 3D card that accelorates the modeling in 3DSMax. Ask your vender if the card will also speed up the rendering. They will tell you as I have - the rendering can't use hardware acceleration! Therefore, the machine with the GF3 has a HUGE advantage, albeit at a visual quality loss.

      --

      There is no longer anything that can be done with computers that is nontrivial and clearly legal. -- Paul Phillips
    14. Re:Apples to Oranges? by Proud+Geek · · Score: 2

      It's 2000x1500, but work is often done at 4000x3000 to preserve detail better. I get your point though, that digital video is Not Yet There, even for the lowest of the low in the film industry. George Lucas should start making cheap pornos, because that's about all his wonderful Sony digital camera is good for.

      --

      Even Slashdot wants to hide some things

    15. Re:Apples to Oranges? by Jordy · · Score: 2

      35 mm's film's full frame aspect ratio is 36:24 or 3:2, not 16:9.

      16:9 and other wide aspect ratios were created by movie industry to differentiate themselves from traditional broadcast media in an attempt to drive people to movie theaters.

      --
      The world is neither black nor white nor good nor evil, only many shades of CowboyNeal.
    16. Re:Apples to Oranges? by Dynedain · · Score: 2, Informative

      I was at SIGGRAPH, they are using a 34" (widescreen proportions) plasma (HDTV?) display, with absolutely no visible pixelation. As for the speed difference, remember that the SGI cluster square used was handleing composite rendering, and as such the various "layers" (specular, shading, etc...) can easily be split up to significantly increase the speed. The NVidia solution doesn't break it up the same way, and simplifies a lot of it (the hair for instance!) Lighting and radiosity is significantly downgraded from the original, and her hair is definately not to the same level as in the movie, and the bumpmapped cloth textures seem much more pronounced....but....this is far beyond any display of on the fly 3D rendering compared to final movie-quality product.

      --
      I'm out of my mind right now, but feel free to leave a message.....
  123. 2.5 FPS? by Anonymous Coward · · Score: 0

    I just watched the movie on my computer at 60 FPS. Fuck off, MPAA!

  124. It's all about image quality... by drift+factor · · Score: 2

    and believe me, there's no way nvidia's chip came anywhere remotely close to that of the movie.

    Until their chip can produce a single frame that matches the image quality, they're still just making toys for quake fiends. Diffraction, interference, antialiasing...just a few of the photorealistic rendering staples, and nvidia has only recently been able to do antialiasing. They've got a long, long way to go before we're going to see actual movies rendered using their hardware.

  125. Re:Raytracing versus gaming graphics by Anonymous Coward · · Score: 0

    Correct, Pixar's Photorealistic RenderMan is not a raytracer. It's a Scanline renderer. So much faster, and you can cheat all the effects you want. -Technical Director @ DI

  126. Do the math by KrisJon · · Score: 0, Redundant

    0.4 Seconds Per Frame means 2.5 Frames Per Second (FPS)

  127. Still wrong! by skroz · · Score: 0, Redundant
    "Original headline was wrong, said ".4FPS" but as cxreg pointed out, .4 frame per second isn't .4FPS. Oops."


    .4 frame per second is .4 FPS. It's a frame every .4 seconds that isn't .4 FPS. Your correction is correct, but your explanation of the correction isn't.

    Moron.

    --
    -- Minds are like parachutes... they work best when open.
  128. Re:1 frame cant possibly have taken 90 minutes!!!! by Anonymous Coward · · Score: 0

    Damn, get it right people! "Realtime" means the computer is outputing the video at the same time as it is rendering, it does NOT mean 24fps. It basically means that it hasnt been pre-rendered.

  129. Give me a break. by rash · · Score: 1, Informative

    1. Antialiasing
    2. Resolution
    3. Motionblur
    4. CatmullClarc Subdiv surfaces
    5. Color correction
    6. MASSIVE TEXTURE SIZES
    7. Extreme number of hairs.
    8. Displacement shaders
    9. Texture Shaders
    10. light shaders
    11. Displacement of all genetic geometry at once.
    ie every object has different xyz values for every vertex in every frame.

    I seriusly dont that this DEMO does that.
    Untill you get prman to run on your
    gfx card this kind of thing means shit.
    Not system has enogh bandwidth to plaback
    a movie in even preview mode.
    You need to render it first.

    1. Re:Give me a break. by Anonymous Coward · · Score: 0

      These points are all well taken, though of course they mean absolutely nothing to the selectively-deaf R&D people who create such demos and their associated marketroids. The public (and importantly, the out-of-touch top execs and VC's signing checks) WANT what is claimed to be true to actually BE true -- so people with such rational sets of criteria are rarely tolerated.

      On the other hand, perl can't do everything that C can with as much detailed control of the CPU -- but that doesn't negate perl's usefulness. Realtime hardware has a ton of uses that no has even thought of.

      "Movies in real time" is a dumb marketing idea foisted by people who are disconnected from the movie business; in movies, real-time tools -- actors, cameras, lights, and pyro -- have aleady been around for a long time, and it still takes a heckuva lot longer than two hours to make "Lawrence of Arabia."

  130. Re:Motion Capture not Animation by Anonymous Coward · · Score: 0

    The movements of the digital actors was done using Motion Capture. The motion capture process is the same that they use for video games. Remember the Marshal Falk football commercials for 989 sports? Same technology.

  131. this is all fine and good, however.... by havaloc · · Score: 1

    ...ATI makes the worse drivers in the known universe.

    1. Re:this is all fine and good, however.... by Anonymous Coward · · Score: 0

      While that may be true... you, sir, are a fucking moron.

  132. Re:The silence is deafening. by Anonymous Coward · · Score: 1, Interesting

    take it to e2, where that kind of crap gets you a ching! and 10 karma. (sorry -- xp, "experience.").

    Stupidity never felt so gross -- yet strangely compelling.

  133. Frigid Fantasy by Anonymous Coward · · Score: 0

    Does this mean there's a nap site somewhere where I can download Aki herself and not some comatose Window$ screensaver? But this isn't the Aki I fell in love with.

  134. Image Quality by tweakt · · Score: 1
    The Quadro-based workstation renders a single frame in four-tenths of a second, allowing for an interactive, real-time CG scene. For comparison, a single frame from the original movie took over 90 minutes to render.
    Yes, but I doubt the image quality is anywhere near as good. C'mon...


  135. .4FPS IS NOT 4/10s of a second per frame!! by Wakko+Warner · · Score: 2, Redundant

    Jesus! We do math good at slashdot.

    4/10s of a frame per second means you can do just over 2 frames per second.

    God damn. People go to college and come out knowing this much about math?

    --
    "Remember when the U.S. had a drug problem, and then we declared a War On Drugs, and now you can't buy drugs anymore?"
  136. Re:If... by MarkoNo5 · · Score: 1

    You forgot to take into account the altitude of the movie project. The projector will experience a weaker gravitational field and therefore time will go faster for the projector than for the audience.
    With a little quantum mechanics and chaos, you end up with a factor of 6.25, which justifies the different frame rates since .4 * 6.25 = 2.5. Easy, isn't it ?

    Marko No. 5

  137. Resolution, film, and other stuff. by AJWM · · Score: 2

    So it renders to a computer screen at 2.5 FPS. That's nice and all, but a long way from film-making.

    Consider the resolution. Images rendered for film are typically done at about 3000 x 2000 (give or take depending on aspect ratio, etc). Now, even assuming we could gang up 16 or 25 or whatever of these nvidia boards, we're left with another problem: you can't record VGA signals on film. All the hardware shortcuts and special-purpose circuitry in the latest video card are useless when it comes to final render for film, because they're not built into the gadget (and there are several different sorts) that's actually bombarding the emulsion with photons. (Typically some sort of three-pass (R,G,B) laser scanner).

    Yes, it'll make for wonderful computer games (if you like that sort of thing) and maybe even some interesting experiments in real-time porno animation, but it doesn't do much for the film industry, nor would it at 10 times the speed (24 FPS is typical movie framerate). It'd have to be about 250 times faster for full framerate, full resolution images. About 12 years at Moore's Law rates. (Althogh I suspect at that resolution the flaws in the rendering and physics would become very distracting.)

    (Actually, it helps the film production process, where animators can preview their work that much quicker. Faster graphics is always good, just let's not get carried away with the hype.)

    --
    -- Alastair
    1. Re:Resolution, film, and other stuff. by rash · · Score: 0

      What resolution you render stuff
      in doesnt really matter that much.

      I just rendered a 6400x4800 image
      yesterday so that I could get my rendertime down
      becouse I resized the image to 320x240
      the 3d app took care of the painfull extra
      quality work.

      So I sawed 2 hours from what
      would have taken 9 hours to render.

      Its object complexity and shader complexity that matters. (not to matter the quality you render in)

    2. Re:Resolution, film, and other stuff. by geomcbay · · Score: 2
      Consider the resolution. Images rendered for film are typically done at about 3000 x 2000 (give or take depending on aspect ratio, etc). Now, even assuming we could gang up 16 or 25 or whatever of these nvidia boards, we're left with another problem: you can't record VGA signals on film. All the hardware shortcuts and special-purpose circuitry in the latest video card are useless when it comes to final render for film, because they're not built into the gadget (and there are several different sorts) that's actually bombarding the emulsion with photons. (Typically some sort of three-pass (R,G,B) laser scanner).

      Eh? You could easily read the contents of the video framebuffer out after it is finished rendering. Then you could save it to disk, spit it out to a special purpose film framebuffer or whatever. Yes, this is a relatively slow operation compared to writing to the videocard framebuffer, but if you're only rendering 2.5 frames per second anyway it would be a negligable hit.

      There are tons of issues they are glossing over (the resolution issue you mentioned, the fact that current videocards dont have enough color precision for complex multipass effects and many others), but this 'VGA' issue isn't one of them.

      At any rate, nobody who knows what they are talking about is saying that this process will replace traditional raytracing for film..but it a fairly good indicator of how quickly videocard performance and quality if progressing.

      Also, it has other uses than a final render. If you can get a 'pretty good idea' of what a particular scene will look like at near realtime rates it would speed up some processes (like light placement for a scene) tremendously.

    3. Re:Resolution, film, and other stuff. by Anonymous Coward · · Score: 0

      "(Actually, it helps the film production process, where animators can preview their work that much quicker. Faster graphics is always good, just let's not get carried away with the hype.)" but the artists worked on SGi Octane MXEs, is this new Quadro card any faster than the MXE graphics? if it is, it won't be by very much. Cheaper though...

  138. Excuse me? by flimflam · · Score: 2

    Generally considered to supercede analog film? Please. 2K resolution is really just marginally passable. High quality work is generally done at 4K with some even at 8K, which is what it really takes to match 35mm at its best.

    --
    -- It only takes 20 minutes for a liberal to become a conservative thanks to our new outpatient surgical procedure!
    1. Re:Excuse me? by Anonymous Coward · · Score: 0

      Remember, we're talking about Ep II. The only quality work will be the Gee-whiz CG effects.

  139. Whew: 2.5FPS is 6X faster than .4FPS... by Havokmon · · Score: 1

    And you thought Moore's Law didn't apply to Graphics.

    --
    "I can't give you a brain, so I'll give you a diploma" - The Great Oz (blatently stolen sig)
  140. UPDATE by GC · · Score: 2

    by... who... where is your math....

    Has the whole world gone mad?

    a new class of people emerged... the innumerates...

  141. good god by Hassman · · Score: 1
    I have an idea. Why don't we all post about how .4 FPS is or is not really .4 FPS. I mean, half of the population of new york already has, so the rest of us should too.

    Good god. Are you all that bored that we have to post about the same thing over and over and over and over and over ....

    --
    -Mark
    Dovie'andi se tovya sagain.
  142. Title Is Wrong by citizenc · · Score: 1, Redundant
    It is not rendering the frames at .4 FPS:
    The Quadro-based workstation renders a single frame in four-tenths of a second, allowing for an interactive, real-time CG scene. For comparison, a single frame from the original movie took over 90 minutes to render.
    Sheesh. Read the news posts before making up headlines!
  143. .4 FPS? by JesseL · · Score: 2, Redundant

    .4 FPS != 4/10 second per frame.

    --
    "Prefiero morir de pie que vivir siempre arrodillado!"
  144. wondering... by Anonymous Coward · · Score: 0

    I wonder what 3dfx wouldve said about this... 3dfx glide anyone?

  145. Raytracing versus gaming graphics by ergo98 · · Score: 2

    I may be very, very wrong, however it was my impression that the "rendered" graphics of modern video cards are shortcut 3D images that are very, very unlike raytraced images: i.e. Quake3 looks nice, but it looks absolutely nothing like the stunning beauty of a Truespace or 3dsmax image (i.e. one is averaging surface point lighting, whereas the other is actually tracing the rays of light throwing shadows, umbras, etc). I though the Quadra cards were only really relevant for modeling (i.e. moving stuff around and such), but they still used an FPU for the real rendering.

    1. Re:Raytracing versus gaming graphics by rash · · Score: 0

      No raytracing was used in FF

  146. two words by Guignol · · Score: 1

    very bad math
    indeed....

  147. Sorry, but no by ucblockhead · · Score: 3, Interesting
    There is no "standard" aspect ratios for movies. They come in a variety of aspect ratios.


    From IMDB:

    • Casablanca - 1.33:1
    • Godfather pt. I - 1.85:1
    • 2001 - 2.1:1
    • Lawrance of Arabia - 2.2:1
    • Crouching Tiger,Hidden Dragon - 2.35:1

    Final Fantasy was shot at 1.85:1.


    Anyway, movie aspect ratios have varied ever since the advent of TV. Movies were originally all shot at 1.33:1, and when TV was popularized, it used that aspect ratio. The movie industry was panicked that TV would steal all its customers, so it came up with all sorts of names for new and exciting aspect ratios like "panavision" and "cinemascope". It had nothing to do with technical matters like shooting on 35 millimeter film (and not all films are shot on 35 millimeter, BTW), though, and everything to do with marketting. Because different companies used different systems, the aspect ratios varied wildly by film. Today, the aspect ratio is a choice of the director. 1.85:1 is the most common, but not the only one by any means, and is mostly used for movies where the look of the film is secondary. Special effects movies usually use something bigger. here is some more info.

    --
    The cake is a pie
  148. Don't be fooled by Anonymous Coward · · Score: 0

    this is all really great, but Final Fantasy wasn't made by building the scens and hitting the render button. these things are carefully constructed in multiple stages, rendered in multiple passes, and the various elements composited together. Most of the charcters movements were motion-captured, I believe, so this comparison is even sillier. If all you do is take the average number of polygons per film frame and compare with the peak polygon shifting power of the card, we've been getting these kind of stories for years. When the Amiga first managed to display the same number of pixels per second as the TV, didn't mean we were suddenly seeing TV quality computer graphics did it?

  149. Important thing that wasn't mentioned by Shinobi · · Score: 1

    Which resolution was the "realtime" rendering done at? And did they only do an OpenGL playback of the scene, or did they actually do a full render(With special drivers and software to utilize the hardware)?

  150. What was the quality? by Have+Blue · · Score: 2
    Was the image exactly the same as the movie, including:
    • Motion blur? Motion blur is generally done on 3D cards by rendering the scene several times over per "frame"; if they could pull this off I'd be very impressed but right now it just makes me wonder more.
    • Volumetric effects. These are hard to do with just polygons, even with programmable shaders. And as others have said, the Quadro is nothing compared the Renderman's software-based shading system used for the movie.
    • Animation identical to the movie. I assume some nontrivial processing of the motion was used to model the hair, cloth, whatever in the movie. That would be a processing load, if nothing else.
    • Full resolution textures. I believe the movie used something around 500MB of data per image (this figure may be from Toy Story 2, I don't remember exactly, but is so FF is probably higher). Moving that much data over the AGP bus would take a large chunk of that .4 of a second by itself.
    1. Re:What was the quality? by be-fan · · Score: 1

      Of course not! It was a tech demo to show the geometry capabilities of the GF3. Of course it can't do all of the rendering techniques that they did in the film. If they could, the damn thing wouldn't have taken nearly as long to release! Honestly, what kind of question is this? Do you EXPECT them to provide that level of quality?

      --
      A deep unwavering belief is a sure sign you're missing something...
  151. I'm writing this FROM SIGGRAPH!!! by Anonymous Coward · · Score: 2, Interesting

    I just saw the demo. It looks NOWHERE as good as the real movie, geometry and lighting/textures are all greatly simplified. The action is definately watchable, which implies > 1 fps. (Looks like around 5-10 fps to me). Aki's hair is made up of WAY less strands (but thick, so she's not balding) and the skin textures aren't as detailed. Still, very impressive. If what I saw was a video game, it'd be GREAT!!!

  152. Wow Really Cool by Mecanico · · Score: 1

    Does it mean I can now see the movie from whatever point of view I like? Hope it does.

    --
    UgaBuga!
  153. Once the hard work is done... by jonbrewer · · Score: 2


    what does realtime rendering give us?

    1. "What now, master?"
    2. "Now turn around, bend down and touch your toes!"

  154. Just what are they smoking at NVIDIA? by Flaming+Death · · Score: 1

    "There are nearly 1.5 million vertices rendered every second just to create the hair in the demo. That is more than the average number of hairs on the human head!"

    ooohh.. ahhh.. 1.5 million.. erm at 60FPS try only 25000.. Oh.. but thats right.. it doesnt run at 60FPS.. or did they just work out how many in a frame and multiply by 60.. hehe.. stats.. you just gotta love them..

    From the Yahoo article: "The real-time demonstration was made possible by NVIDIA's nfiniteFX(TM) shading technology, including vertex and pixel shaders, to overcome the technical challenges presented in creating realistic skin, hair, clothing and other organic attributes."

    But the odd thing is - why do they quote vertices when they state they are using vertex/pixel shaders for effects?

    That pretty much means those 1.5 million vertices are just hardware algo generated verts/pixels (and not from the actual scene), which really means stuff all. And in fact it is very disturbing they are trying to bluff people with statistics (although NVIDIA are getting good at it - anyone remember their driver fiasco for the GF3).

    Really, all this is, is fluffy crud to make people go.. "ooooh.. ahhhh.." I doubt very much they are are rendering anywhere near the full scene poly count, when a single scene enters the poly per pixel level, at 2000x1600.. you work it out.

    Man, I hate marketing..

    1. Re:Just what are they smoking at NVIDIA? by be-fan · · Score: 2

      1.5 million verticies/2.5 fps, gives about 600,000 verticies per frame. Since the average human has less than 100K hairs, it works out. So what exactly is wrong with their math? Of course the Geforce3 doesn't render at 2000x1600 at full quality (it can't since it doesn't do a lot of the rendering techniques) but that level of geometry is still pretty damn impressive for a sub-500 dollar vid card.

      --
      A deep unwavering belief is a sure sign you're missing something...
  155. Have you seen the Zoltar demo? by SuiteSisterMary · · Score: 3, Interesting

    If you have a Geforce3, go find the Zoltar demo. It's on the web if you look hard enough. Something like 220 megabytes worth of crap, and all it does is model and animate a human head. But HOLY SHIT does it look incredible! Also, find the Chameleon demo. Again, Google is your friend.

    --
    Vintage computer games and RPG books available. Email me if you're interested.
  156. movie format change? by hburch · · Score: 1
    If you truly could render a movie in real time (to the editor's satisfaction), you could just give the information to the theaters and have them render it themselves.

    This would make home system very interesting, as your Crystal Drive player could render the scene from any angle you like, instead of being limited to just one (or a few). Then, of course, the change to holographic projection is just around the corner... :)

    Of course, if you had a ten year old rendering system, your movie would be rendered in lower quality... That should make the producers of those systems happy as well (who might decide just to not render newer movies :( ).

  157. I am sick of demos for video cards by m0zone · · Score: 1

    They bring out 90 demos a week it seams like the carpet floating with bump maping or the super quada race track demo Bleh Nvidia also said The floating point performance of the NVIDIA Quadro DCC used to render a single frame in the tech demo, is greater than the total compute power of a Cray Supercomputer. a 399$ video card takeing on a cray? Bwahahaha m0zone You will be masterbateing to alot of nvidia Demos WHEN YOUR LIVE'N IN A VAN DOWN BY THE RIVER

  158. What's the deal with panning FF's writing? by Pseudonym · · Score: 2

    Final Fantasy was anime. Since when have we expected anime films to have good scripts? OK, The Matrix had a pretty good script. Apart from that.

    --
    sub f{($f)=@_;print"$f(q{$f});";}f(q{sub f{($f)=@_;print"$f(q{$f});";}f});
  159. 1 frame cant possibly have taken 90 minutes!!!! by Anonymous Coward · · Score: 0

    How could it be 90 minutes per frame as the article states? Did the animators sit around for the 35 years it took to render the movie ?? More Bad Math. Someone mod this up.

    1. Re:1 frame cant possibly have taken 90 minutes!!!! by ParamonKreel · · Score: 1

      how bout someone mod it down... didn't you read the ars interview that was linked?
      Duh... they had like 1000+ computers...
      and they had 2.5 years to do it (loose numbers rembered from the article)

      don't be an idijot

  160. Report from Siggraph by seandunn · · Score: 1

    Just got back from work where I took off the first part of the day to visit Siggraph. There are two places where they are running the real time rendering of Final Fantasy the Movie. One is at Squaresoft's booth, which I didn't have time to check out unfortunately, and the other at Nvidia's booth, which I did check out. Among the FF movie they were giving out free passes for In and Out food which they served today and will serve again on Wednesday from 5:30-7:30 PM (in case anyone else is there and is hungry) and the best bag for your haul of swag (visit there first!). Of course they had the assorted booklets and brochures there as well.

    About Final Fantasy the movie, it was definitely in real time (I saw someone moving around light sources), didn't try it personally to see if you could change the perspective) and included footage of Aki Ross and Dr. Cid talking to each other, I'd say about 3 minutes of footage. 2.4 FPS is way off the mark (were they rendering it at a higher resolution or with more lights?) for the speed when I saw it, I'd say it was running at somewhere between 5-7 FPS. It appeared that they were doing it at about 800x600 resolution (couldn't get really terribly close, too big of a crowd when

    The texture maps appeared a bit simplified compared to the movie, but never the less blew everything else I saw away. It's a hell of a new chip they made.

  161. Pic here. by scum-o · · Score: 1

    I was at Siggraph and I thought that it was rendering at higher than 2.5 FPS - it looked more like 5 or 6 FPS, but I could've been wrong. I snapped a photo of it. It can be found here