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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.

27 of 308 comments (clear)

  1. 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?

  2. 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 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.

    2. 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.

  3. 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.

  4. 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 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.

  5. 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.

  6. 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.

  7. 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!

  8. 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 jedwards · · Score: 3, Informative

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

    2. 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.
  9. 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
  10. 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.

  11. 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?

  12. 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.

    --

    This space for rent. Call 1-800-STEAK4U

  13. "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.

  14. 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.

  15. 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.'

  16. 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 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

  17. 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
  18. 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.