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Game Developers' Quest To Cross the Uncanny Valley

Nerval's Lobster writes "Nearly 30 years after Super Mario Bros., video game graphics have advanced to heights that once seemed impossible. Modern sports games are fueled by motion capture of actual athletes, and narrative-driven adventures can seem more like interactive movies than games. But gaming's increasing realism brings a side effect — a game can now fall into the 'uncanny valley,' a term coined by robotics professor Masahiro Mori of the Tokyo Institute of Technology in 1970. Jon Brodkin talked to game developers, engineers, motion scientists and a variety of other folks about the 'uncanny valley problem,' in which (some) people feel revolted when confronted by a robot or digital character that doesn't quite look real. In games where human-like characters are necessary, the uncanny valley can be an even bigger problem than in animated movies; gamers control characters rather than just watching them, creating more opportunities for the illusion of realism to falter. New and better tools can help developers and animators deal with some of these issues, but crossing the 'valley' successfully still remains a challenge. Or is crossing it even possible at all?"

134 comments

  1. Aki Ross by TWX · · Score: 4, Funny

    I still have a bunch of posters from when Aki Ross made the Hot 100, in Maxim all those years ago.

    Some day I'll be able to sell them for tens of dollars!

    --
    Do not look into laser with remaining eye.
    1. Re:Aki Ross by tomhath · · Score: 1

      Mori “hypothesized that a person’s response to a humanlike robot would abruptly shift from empathy to revulsion as it approached, but failed to attain, a lifelike appearance,”

      Obviously Maxim fails to even approach a lifelike appearance with their models.

    2. Re:Aki Ross by Anonymous Coward · · Score: 0

      Nobody's looking at their models' faces.

  2. Citation Needed by Anonymous Coward · · Score: 0

    'and narrative-driven adventures can seem more like interactive movies than games'

    Citation Needed

    1. Re:Citation Needed by emj · · Score: 2

      'and narrative-driven adventures can seem more like interactive movies than games'

      Citation Needed

      You can watch The last of us as a movie instead of playing it. It's 4-7 hours depending on how much gameplay there is I guess. But live streaming or editing your game sessions is big business now, so I guess it might just be a shift in what is considerd entertainment.

      "I make videos of me doing stuff, so you don't have to!" - Washington.

    2. Re:Citation Needed by fuzzyfuzzyfungus · · Score: 1

      Perhaps more importantly, why would the category 'interactive movie' even get to exist when the category 'game' already does?

      I realize that movies (sorry, 'Films') are High Art while 'games' are arcade trash and murder simulators for maladjusted children, so maybe this is an attack-by-superior-culture-cred; but if one looks past that, I'm not certain why a medium that has always been non-interactive (even theatre, while it often doesn't choose to use them, recognizes 'breaking the fourth wall' and audience interaction as potential elements of a piece), would be entitled to branch out into an area built by game devs.

    3. Re:Citation Needed by The+Grim+Reefer · · Score: 2

      Perhaps more importantly, why would the category 'interactive movie' even get to exist when the category 'game' already does?

      I don't know if "interactive movie" is the correct term. But I think there is a difference between that and a game. I don't have time to play games like I did in my youth. But I did enjoy the Mass Effect series. I was surprised with the third Mass Effect game in that it had not only the typical easy, medium, and difficult settings. But it also had one in which you could go through all of the dialog but not have to shoot or do any of the things that typically make up a game. I think it's a significant difference from what I would consider a game.

      In the past the story was usually a bunch of cine images that you wanted to skip through as quickly as possible so you could get down to shooting stuff. For me, this actually changed when I played Dues Ex. The game play was fun in that game. But all of the character interactions really made the game a lot of fun. Plus there was a ton of dialog that I found really interesting that didn't have any effect on the game play at all, but was just really in line with the story.

    4. Re:Citation Needed by Anonymous Coward · · Score: 1

      There is an annoying set of "games" that roughly consist of someone's short story with quicktime events to proceed. Instead of the somewhat mocked 'press square to win' action games with one easy tactic, this is the 'jiggle controller while rotating the analog stick to make soup' type.

      I have watched 'play'thoughs of a couple of them, and they really are just crappy short stories with animation that demand activity from the 'player' at random moments to remind you 'this isn't a movie.'

      On the other hand: 'Press X to Jason'

    5. Re:Citation Needed by noh8rz10 · · Score: 2

      Bioshock infinite. It was more compelling and entertaining than most movies on screen

    6. Re: Citation Needed by AudioEfex · · Score: 5, Insightful

      You are looking a little too deeply into this in hopes of finding something offensive.

      "Interactive Movie" was actually traditionally used by the games industry back in the early days of digital video when they would incorporate it into a "game" but there wasn't enough game to actually call it a game, like Night Trap.

      In modern context, it simply means a game that is so realistic that it would be indistinguishable from a motion picture visually, if one could choose character actions during a motion picture. It's an aspirational goal of the game industry, not the film industry trying to hone in on the games industry.

      That said, the real issue with realism in games is that game developers keep pushing the envelope in the wrong direction. Even on the next gen systems (well, since they are out I suppose they are now current gen), they keep focusing on textures and increasing numbers of polygons on the screen instead of making what is there more realistic. I am always stunned when I see a brand new game and they STILL cannot get lip sync right. It doesn't matter how detailed the hairs on a characters head are if their lips don't move in sync with their voice.

      not about people being "revolted" because they sense something "wrong" on an unconscious level, it's that they spend so much time trying to increase resolutions and textures that they don't focus on what makes characters alive - how they move and how they react. It's not about making single frames look more realistic, it's how they work in motion which really hasn't improved in step with the "how many hairs or pores can we texture on to this character".

    7. Re: Citation Needed by Number42 · · Score: 2

      But it had a lot of gamy-ness. "Interactive Movie" is most often used to refer to games that involve little gameplay.

    8. Re:Citation Needed by Slider451 · · Score: 1

      "Too much fighting" was a frequent complaint against Bioshock Infinite. People loved the story but had to wade through hundreds of bad guys to advance.

      If they had an "Interactive Fiction" mode like Mass Effect 3, the game could have appealed to a much wider audience than the FPS crowd.

      Granted you can watch it on YouTube to get around the fighting, but that's very interactive.

      --
      Nostalgia isn't what it used to be.
    9. Re:Citation Needed by Slider451 · · Score: 1

      NOT very interactive.

      bleh.

      --
      Nostalgia isn't what it used to be.
    10. Re: Citation Needed by noh8rz10 · · Score: 1

      Disagree. What op meant was video games that offer a sweeping cinematic experience, often moreso than many movies. Many Hollywood starlets are stuck in the uncanny valley as well.

    11. Re:Citation Needed by ShieldW0lf · · Score: 1

      The best games have all the elements that are not essential to game play abstracted away so they don't distract the players. Like Chess, or Go. Increased realism detracts from game play.

      --
      -1 Uncomfortable Truth
    12. Re: Citation Needed by Number42 · · Score: 1

      Hollywood starlets

      Thank you for reminding me about some of those plastic surgery train-wrecks. Urgh.

    13. Re: Citation Needed by Raenex · · Score: 1

      they don't focus on what makes characters alive - how they move and how they react

      Probably because it's the hardest thing to get right. One of the principles behind uncanny valley is that an animated character that isn't quite right is perceived much worse than a picture (which is the biggest thing that put me off Heavy Rain -- really stiff character animations).

    14. Re:Citation Needed by ultranova · · Score: 1

      Perhaps more importantly, why would the category 'interactive movie' even get to exist when the category 'game' already does?

      Because "game" implies you have a challenge to overcome. An "interactive movie" doesn't necessarily have any, but simply gives multiple-choice questions to determine how things will go. A more advanced one might have a "drama engine" like current games have physics engines, putting together the story as it goes and incorporating unforseen developments.

      Heck, even Dwarf Fortress isn't really a game - since we all know how it'll end - so much as an interactive horror movie.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

    15. Re:Citation Needed by noh8rz10 · · Score: 1

      Agreed. It spent some time servicing the requirements of the genre in ways that we're tangential to the story. I played it on easy mode to mitugate this problem

    16. Re:Citation Needed by kamapuaa · · Score: 1

      In the same way Pac Man for the Atari 2600 was. It may have been more fun to play the game than watch TV, but nobody would sit back on their couch and watch an entire run of "Let's Play Bioshock Infinite."

      --
      Slashdot: providing anti-social weirdos a soapbox, since 1997.
    17. Re:Citation Needed by noh8rz10 · · Score: 1

      I see you've never played bioshock infinite.

    18. Re:Citation Needed by Anonymous Coward · · Score: 0

      I have but didn't particularly like it (despite really liking Bioshock 1). Good opening but repetitive combat and stupid plot. Regardless, even the best games are fun because you're playing them.

  3. Before crossing the uncanny valley by Anonymous Coward · · Score: 0

    Any evidence about the uncanny valley hypothesis? I'm genuinely interested because I've read about the hypothesis but have never seen anyone discussing the evidences for this hypothesis.

    1. Re:Before crossing the uncanny valley by gl4ss · · Score: 1

      well, it's in your mind. ..I mean, fuck, just look at the final fantasy movie. though you could just argue that its shitty model making.

      which is what uncanny valley ultimately is, no artistic talent so you just make "realistic" shit.

      personally, if its good stuff I don't care if it's animated in stick figures. one of my favorite games ever, from art standpoint, is interstate '76, and its anything but realistic in its cutscene and game graphics, but dang it works. and in a game its friggin frustrating if the graphics are lifelike but due to that you can not then do anything in the game - that makes you feel like youre rewinding and forwarding a vhs tape.. and not playing a game.

      --
      world was created 5 seconds before this post as it is.
    2. Re:Before crossing the uncanny valley by mikael · · Score: 1

      This video is probably the best explanation:

      http://www.youtube.com/watch?v...

      --
      Vintage computer adverts: http://www.vintageadbrowser.com/computers-and-software-ads
  4. Fool's Quest by binarylarry · · Score: 3, Insightful

    Games are not meant to be merely a simulation of reality.

    Is music an attempt to accurately recreate the sounds we hear in nature? No, that would be moronic.

    And then there's this guy.

    --
    Mod me down, my New Earth Global Warmingist friends!
    1. Re:Fool's Quest by CastrTroy · · Score: 1

      Exactly. With a few exceptions he games that I get the most enjoyment out of are the ones that don't look like real life. Games don't have to look real to be fun. Some games may benefit, like sports games, but even in those kinds of games it's not that important after you reach a certain level.

      --

      Anthropic principle: We see the universe the way it is because if it were different we would not be here to see it.
    2. Re:Fool's Quest by Nemyst · · Score: 2

      Games are not meant to be merely a simulation of reality.

      By whose definition, exactly? If the game designer/developer desires to make something that looks closer to reality, they're more than welcome to. That's the thing about art: you do what you want, not what some random Slashdot commenter says you should be doing.

      Is music an attempt to accurately recreate the sounds we hear in nature? No, that would be moronic.

      Wrong comparison. A better comparison would be synthesizers, which have evolved ever closer to reproducing actual instruments. Many people have lauded them as being heralds of a new age, where people could produce music without requiring expensive recording and mixing equipment. Are you saying that they're also wrong for not following your extremely narrow point of view?

      Even better: striving for more realism isn't mutually exclusive with striving for more stylized renditions! Just look at Pixar's movies: they've kept their own style and their art is very far from realistic, but they've most certainly leveraged the latest advances in light transport, materials, filtering, particle effects and much more.

    3. Re:Fool's Quest by jellomizer · · Score: 1

      Well it depends on your games style and medium.

      Not all games would be simulation of reality, cartoons, or other odd characters really help get the point across.

      However there are other games that would prefer more realism, and they want you to believe that you are in the game, as opposed to watching it. So you would want far more realism and break the Uncanny Valley.
      Right now for more realistic stuff, it is usually in the form of cut scenes with live action actors, however that doesn't really help the game, as it forces you to follow a particular chain of events.

      --
      If something is so important that you feel the need to post it on the internet... It probably isn't that important.
    4. Re:Fool's Quest by Anonymous Coward · · Score: 0

      Wrong comparison. A better comparison would be synthesizers, which have evolved ever closer to reproducing actual instruments. Many people have lauded them as being heralds of a new age, where people could produce music without requiring expensive recording and mixing equipment.

      More like without expensive musicians. I bought an 8 track digital recorder (expandable to 32 tracks with ADAT), for less than my last notebook computer. At $199/mic (say a Shure SM100 + stand), I could record an entire orchestra for $10k. In fact most orchestras are recorded with a single pair of mics and a 2 track recorder (~$3k total, you want to use top shelf mics).

      So that is the equipment cost, and it can be reused from session to session. I would hazard (though I have no experience with this) that hiring an orchestra for one day would cost around $30k (guesstimate: $1000/day * 30 musicians).

      Even the cost of instruments, which dwarves the cost of a recording channel, is dwarved by the cost of instrumentalists.

  5. realism doesnt improve gameplay by johnrpenner · · Score: 3, Insightful

    in the hyper quest for realism — we forget that all those perfect pixels doesnt improve the story nor the gameplay.

    pac man was a hit without all the fancy graphics

    1. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 1

      pac man was a hit without all the fancy graphics

      Pacman? That had fancy graphics!

      Rogue was a hit without all the fancy graphics.

    2. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 1

      Absolutely. I challenge anyone to find a more compelling story in modern games than pac man.
      The guy's just minding his own business eating a nice dinner of pellets & fruit when he's senselessly attacked by a gang of ghosts.

    3. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      dwarf fortress doesn't have fancy graphics.

    4. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      dwarf fortress doesn't have fancy graphics.

      In comparison to Rogue, it does.

    5. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      Now that's a bit unfair... it's like saying that remember "how that boiled meat with no salt was a hit" when noone had anything to eat? In a starved market pac man was a hit, would it be today? It didn't really have great "story" or gameplay (that's more arguable). However, I agree with a poster saying that games are not meant to replicate real life, same as music is not meant to replicate nature sounds. :)

    6. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      Pac-Man with cutscenes about blithering on about something-something Moderne Worf Air I wasn't listening, and quicktime events when ghosts get too close

      PRESS (A) TO WIN ...but there's no button, only a joystick

      PRESS (A) TO WIN

      Coming Fall 2015...
      PM: GHOSTS

    7. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      Rogue? That had fancy character-based graphics!

      Colossal Cave Adventure was a hit without all the fancy graphics.

    8. Re:realism doesnt improve gameplay by QuasiSteve · · Score: 3, Interesting

      pac man was a hit without all the fancy graphics

      So is flappy bird. But to compare it to, say, The Last of Us would be bordering on the ridiculous; they are completely different types of games.

      we forget that all those perfect pixels doesnt improve the story nor the gameplay

      While they might not improve story or gameplay, they may improve the experience. Take any reasonably modern game with 'perfect pixels', and force it to be completely lighting and texture-less - I doubt it would be quite as good. That isn't to say that those 'perfect pixels' are the game's only saving grace - or that there aren't titles produced that are complete turds despite all the graphical polish they receive - but the fact that those 'perfect pixels' can be used does allow game designers to make these games in ways they otherwise could not. They would have to make 'the next pac man' instead.

    9. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      in the hyper quest for realism — we forget that all those perfect pixels doesnt improve the story nor the gameplay.

      pac man was a hit without all the fancy graphics

      Uh, Pac Man was a hit when the only alternative was pong.

      Bit harder of a challenge today.

    10. Re:realism doesnt improve gameplay by Twinbee · · Score: 1

      There's also the case where the graphics can be incredible, but where we still don't imitate reality. And even if they have perfectly formed 3D objects, and global illumination, the landscape and beings could be totally alien.

      --
      Why OpalCalc is the best Windows calc
    11. Re:realism doesnt improve gameplay by SleazyRidr · · Score: 1

      Isn't he supposed to be in the sewers, collecting the discarded balls from the pong players above. The ghosts are their guards, because even though they don't care about the balls they can't stand the thought of lower classes taking their stuff.

    12. Re:realism doesnt improve gameplay by SleazyRidr · · Score: 2

      Well, Flappy Bird was pretty popular, and it had even less story than Pac Man.

    13. Re:realism doesnt improve gameplay by Algae_94 · · Score: 1

      There were a lot more alternatives to Pac Man in 1980. Pong was kind of old at the time and wouldn't have really been much competition.

    14. Re:realism doesnt improve gameplay by Holi · · Score: 1

      Who needs graphics? Fancy or otherwise, Zork FTW

      --
      Sorry, teleporters just kill you and then make a copy. A perfect, soul-less copy.
    15. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      One word: Pong

    16. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      pong trumps it!@nice

    17. Re:realism doesnt improve gameplay by johnrpenner · · Score: 1

      no slight against beautiful graphics — but to quote george bernard shaw — 'The quality of a play is the quality of its ideas'

      i'd say the same is true for games — the quality of the game is in the quality of its ideas.

      also there's also a certain rhythmic tempo which is pleasant to attain which makes gameplay satisfying.

      the graphics can be great and everything, buts without a good gameplay, they fall flat.

      when the ideas are good, and the gameplay is good — then the graphics just add to the special sauce and completes it. :-)

    18. Re:realism doesnt improve gameplay by Anonymous Coward · · Score: 0

      And also Flappy Bird made its creator more money just in couple of days than people working on AAA games earn in a year.

  6. Uncanny valley using Super Mario as benchmark? by fleabay · · Score: 0

    "Nearly 30 years after Super Mario Bros., video game graphics have advanced to heights that once seemed impossible"

    This should have been, "20 years after Doom......." in keeping with the subject. I don't think Super Mario ever had aspirations to be anything approaching realism.

    1. Re:Uncanny valley using Super Mario as benchmark? by Anonymous Coward · · Score: 1, Informative

      "I don't think Super Mario ever had aspirations to be anything approaching realism."

      Indeed. Nobody in his right mind would employ an Italian as plumber.

    2. Re:Uncanny valley using Super Mario as benchmark? by king+neckbeard · · Score: 1

      I believe the point was to show the degree to which video game graphics had changed. Can you think of a popular game at the same time that had significantly better graphics than SMB? It likely wasn't the best, but is far more popular than other contemporaries.

      --
      This is my signature. There are many like it, but this one is mine.
    3. Re:Uncanny valley using Super Mario as benchmark? by Anonymous Coward · · Score: 0

      Indeed. Nobody in his right mind would employ an Italian.

      FTFY

  7. Some games are stepping back from it... by Anonymous Coward · · Score: 0

    One game series that the developers seem to have stepped back from the uncanny valley is the Everquest franchise. EQ2 models originally started fairly near that valley, but the second set of models went with a slightly more anime-ish twist.

    EQ:Next has gone the route of trading realism for being close to a 1950s Warner Bros. cartoon effect for their characters, thus being well out of the uncanny valley.

  8. Cole Phelps gently slides down the Stairs by decipher_saint · · Score: 3, Insightful

    So imagine you have super-realistic characters, then you have them do something impossible like ride a dragon or glitch out on the physics engine... no matter how many hours you put in making them look really Real all it takes is one fuckup and you find yourself staring up from the Uncanny Valley wondering what happened.

    --
    crazy dynamite monkey
    1. Re:Cole Phelps gently slides down the Stairs by akozakie · · Score: 4, Informative

      Ride a dragon? That's not at all what uncanny valley is about. This is strictly about things almost perfectly resembling humans. Riding a dragon will not cause this problem. Glitches in the physics engine... Maybe, depends. Something like a not-quite-anatomical pose. Or maybe timing glitches in movement sequence (Crispin Glover's character in Alice in Wonderland - intentional application of this).

      In other words, this is a very strong but purely emotional reaction. It gets stronger as you get closer to reality. "Humans" from Shrek? No problem. Aki Ross, at least in motion? Definitely a problem. When it's at its strongest, you might actually have problems pointing out the imperfections that cause it. That's because they are not spotted by conscious reason.

      Why is this distinction important? Most deviations from reality in entertainment are spotted by reason and easily covered by willing suspension of disbelief. If the entertainment is good, we will tolerate almost anything, if not, the deviations from reality will add to the list of critical comments. In short: "Yeah, it's BS, but it's fun!"

      However, uncanny valley is a subconscious emotional reaction and willing suspension of disbelief does not make it subside. You may consider the movie/game/whatever really fun, but you still simply feel bad looking at it.

      That's why it's a big problem for creators of "realistic" games. With simple models this feeling was not there. As models get better, consciously they seem more realistic, but "the body" starts telling us that something's wrong. So, only three solutions - stay away (keep human models imperfect enough), get it perfectly right (is it possible?) or... find a way to eliminate this problem.

  9. hyper realism by Anonymous Coward · · Score: 0

    Painting managed it centries ago and has taken it over the valley (see hyper realism)
    Arguably films have managed it
    Its only a matter of time (but that could be a very long time).

  10. The only uncanny valley that revolts me is babies by Anonymous Coward · · Score: 0

    Talking or singing or dancing babies...just don't.

    The only talking, singing or dancing babies I can get behind are the muppet babies...

  11. Civ5 and strategy games in general by Anonymous Coward · · Score: 3, Interesting

    I'm not a big pc gamer myself, but when I do play on my computers, usually I play 4X strategy games. My biggest complaint about the genre is by far the difficulty. Civ5, for example is either too easy(anything bellow immortal) or just artificially difficulty(immortal and deity difficulties). When I play at those difficulties, I don't really play a game, I just follow an algorithm(build order, research focus, etc), and if I don't do that I will lose. And it's not only me. Let's Play videos on youtube are pretty much all the same as well. For me it's simply not fun anymore. Better AI is simply mandatory. I don't need photorealism, I don't need 3D, I don't need 4K, I don't need VR. Immersion comes from the gameplay. If the gameplay is flawed, no amount of eyecandy is gonna fix it.

    1. Re:Civ5 and strategy games in general by ildon · · Score: 2

      When I play at those difficulties, I don't really play a game, I just follow an algorithm(build order, research focus, etc), and if I don't do that I will lose.

      That is a game. It might not be the game you're looking for, but it's still a game. I'm not going to, e.g. tell professional StarCraft 2 players or speed runners for various games that they are not playing a game. They're just not playing a game I want to play, even if they're playing it in the exact same game engine with the same tools I am. Optimization, memorization, and execution are all "game" skills. For some people, a game isn't fun until they're maximizing those specific attributes, for others, the more important those attributes are to success the less fun the game is. But it's still a game.

      As for "better AI", I think what you're really looking for is a strategy game with a human opponent.

    2. Re:Civ5 and strategy games in general by TangoMargarine · · Score: 1

      professional StarCraft 2 players

      I still don't understand why those exist. It just feels so wrong.

      (Yes, the literal answer is "marketing" I suppose)

      --
      Unity? Screw that: XFCE. Slashdot Beta? Screw that: SoylentNews. Australis? Screw that: Pale Moon. UX developers DIAF
    3. Re:Civ5 and strategy games in general by Anonymous Coward · · Score: 0

      For the same reason professional athletes exist. It pays the rent.

  12. UltraRealism is Hard by Anonymous Coward · · Score: 0

    As an artist I know that passing the uncanny valley into the ultra realistic world is actually one of the most difficult tasks any artist can do, particularly if your attempting to do it consistently through say a film or game. In truth their seems to be only a small group of professional artists who can do such a thing consistently and they all exist of course at the highest pay grades. This is one "note the word one here," of the reasons why we get stylized works in animated films and video games is because its cheaper and easier to find artists who can pull it off.
    Remember your working with a team of artists not just one to pull these animated works off.

    1. Re:UltraRealism is Hard by Anonymous Coward · · Score: 0

      As an artist I know that passing the uncanny valley into the ultra realistic world is actually one of the most difficult tasks any artist can do, particularly if your attempting to do it consistently through say a film or game.

      You may think you're an artist, son, but you have a lot more training to undergo. Finish high school and know that, unless you know someone in the industry, an art degree is the road to poverty.

      And photorealism is only hard if you suck.

  13. This will take a long, long time by Andrio · · Score: 2

    CGI humans in movies--pre-rendered by giant server farms for as long as it takes--still fall into the uncanny valley.

    It'll be a long, long time before graphics can be rendered in real time with no uncanny valley. Although, with that said, humans still look fake enough to me in games that there is no uncanny valley. So I don't think it's a problem yet.

    I don't think graphics really matter anymore, though. They're far from perfect, but 3D graphics have been "good enough" for a while now. There was a time that 3D graphics meant that hands had to be mittens with no individual fingers, and faces were just drawn on textures. Not anymore.

    --
    The Internet King? I wonder if he could provide faster nudity.
    1. Re:This will take a long, long time by neo-mkrey · · Score: 1

      Look no further than young Flynn / Clu from TRON legacy as proof that the Uncanny Valley is alive and well.

    2. Re: This will take a long, long time by Anonymous Coward · · Score: 2, Funny

      And Neo in The Matrix. Looked so lifelike in stills, but the lack of any facial movement killed all belief that he wasn't CG.

    3. Re:This will take a long, long time by Anonymous Coward · · Score: 0

      I sometimes wonder what's the point of trying to make realistic CGI humans. Wouldn't it be much cheaper and easier to just film a real person and edit them in?

    4. Re: This will take a long, long time by tomlouie · · Score: 1

      > And Keanu Reeves in The Matrix. Looked so lifelike in stills, but lack of any facial movement killed all belief that he wasn't CG.

      FTFY

    5. Re: This will take a long, long time by CaseCrash · · Score: 1

      > And Keanu Reeves in The Matrix. Looked so lifelike in stills, but lack of any facial movement killed all belief that he wasn't CG.

      FTFY

      That was the joke

      --
      No, that link you posted to a web comic we've all seen a hundred times is not "obligatory."
    6. Re:This will take a long, long time by sysrammer · · Score: 1

      No royalties

      --
      His ignorance covered the whole earth like a blanket, and there was hardly a hole in it anywhere. - Mark Twain
    7. Re:This will take a long, long time by PJ6 · · Score: 1

      CGI humans in movies--pre-rendered by giant server farms for as long as it takes--still fall into the uncanny valley.

      It'll be a long, long time before graphics can be rendered in real time with no uncanny valley.

      The uncanny valley has nothing to do with rendering any more, but modelling.

      They've gotten better, but kinematic models are still crap. This will be fixed when someone bothers to spend the money to actually make a facial model based on data collected from fast fMRI, instead of by the hand of an "artist", or a clumsy inverse kinematics algorithm.

    8. Re:This will take a long, long time by dbIII · · Score: 1

      So how do you accurately model things bouncing and swaying without being accused of making porn? Even if you do is Hollywood going to use it or run away screaming? Until we've put in the things that let us tell the difference between a man and a woman at 100 paces we're going to have that uncanny valley.

  14. no need by fluffythdestroy · · Score: 1

    You just need to play a narrative-driven adventure game to have a feeling of a movie like experience. Think of most point and click adventure game. You click and you let your character do the movement and most of the time in adventure games you got cutscenes to accompany it. Not only adventure games but action games and theres one in the metal gear series that seriously felt like a movie which is the third or fourth one on the PS console.

    --
    PC Gaming enthousiast that gives comments, opinions and reviews on Games. I'm just having fun with games while doing let
  15. Two words: Heavy Rain by VeryVito · · Score: 1

    Henceforth, my default answer to this will always be "Go play Heavy Rain." I'm not a gamer, but Quantic Dream's interactive fiction is much closer to cinema than game, and yet the player is very much in control of what transpires throughout the process. The game/movie is mesmerizing and gut-wrenching (despite the infamous "SEAN! SEAN! SEAN!" glitch, which plays more like a blooper real for The Shining), but it's certainly not what most would consider "fun" or "gamelike."

    It's enjoyable in a way all great art is, though -- and it also treads heavily on and across the uncanny valley.

  16. what ? by fluffythdestroy · · Score: 1

    Movies are a representation of the people who works in it... Lots of movies aren't art...trust me. Also some actors are aware that a movie sucks big time, a big pile of trash as well but they still work in it cause they work with the movie with what they can.

    Also, I don't see murder or arcade trash in simcity games ... you should be careful with what you say. Not every game has murder in them. thus making your statement about games being false.

    To note, when a movie or tv show breaks the fourth wall, that becomes trash.

    --
    PC Gaming enthousiast that gives comments, opinions and reviews on Games. I'm just having fun with games while doing let
  17. Reflectivity map... by moosehooey · · Score: 1

    In the same way that they have a bitmap (image) for the color of the surface, why don't they do a map for reflectivity? Real people and other things aren't uniformly reflective over the whole surface. That is why even raytraced stuff looks like plastic. Maybe someone has done it, but I've never seen it, even in movies where they have as much time as they need for raytracing.

    1. Re:Reflectivity map... by EmperorArthur · · Score: 1

      First Google result for Specular Map: "Specular maps are the maps you use to define a surface's shininess and highlight colour." Basically, every video game already does this. http://wiki.splashdamage.com/i...

      One of the best videos I've seen showing some of the problems was the original Nvidia Ira tech demo. They mention things like how skin doesn't just reflect light off the surface, but absorbs and defracts it. http://www.youtube.com/watch?v...

      --
      So lets pretend that we've just completed writing this code, as opposed to having just completed sabotaging it -Altera
    2. Re:Reflectivity map... by Shinobi · · Score: 1

      Yeah, a specular map alone won't do anything. One of the techniques used to try and simulate skin is Subsurface Scattering http://en.wikipedia.org/wiki/S...

  18. Need more Uncanny Valleys by Nyder · · Score: 3, Funny

    Being a male gamer, I can not get enough of uncanny valleys. The deeper the better, lots of bounce doesn't hurt. I remember my first glimpse of uncanny valleys in Custer's Revenge, but now with realistic graphics, I can finally enjoy uncanny valleys how they were meant to.

    --
    Be seeing you...
    1. Re:Need more Uncanny Valleys by Algae_94 · · Score: 1

      Custer's Revenge. You lucky dog you.

    2. Re:Need more Uncanny Valleys by ultranova · · Score: 1

      Being a male gamer, I can not get enough of uncanny valleys. The deeper the better, lots of bounce doesn't hurt.

      Funny, but simulating how a bunch of flexible tissues of varying density connecting to each other in complex ways move is actually extremely difficult. Especially since, if you truly want to get it perfect, you have to simulate the motion cortex - basically, you need the character to be a robot in a physics simulation. And at that point we're starting to look at computing power comparable to a human brain for every character.

      In other words, we aren't going to get over Uncanny Valley anytime soon, and possibly never.

      --

      Forget magic. Any technology distinguishable from divine power is insufficiently advanced.

  19. Comment Title by binarylarry · · Score: 1, Troll

    I think you've confused "Games" with "GPU / Graphics Rendering."

    --
    Mod me down, my New Earth Global Warmingist friends!
    1. Re:Comment Title by Nemyst · · Score: 1

      Not really. A lot of techniques first done in movies trickle down in games as graphics horsepower increases. Games are inextricably tied to graphics rendering.

    2. Re:Comment Title by binarylarry · · Score: 1

      Games are inextricably tied to graphics rendering. <- FAIL

      --
      Mod me down, my New Earth Global Warmingist friends!
    3. Re:Comment Title by Anonymous Coward · · Score: 1

      Yeah, because the graphics in "Colossal Cave" were fantastic!

  20. Not such an issue for games by Dan+East · · Score: 4, Insightful

    In games where human-like characters are necessary, the uncanny valley can be an even bigger problem

    I disagree. The very fact that you have control over a character that you are watching is unnatural, and for me disconnects from "reality". That pretty much goes for anything else interactive as well. We know already know the actor in the game cannot be human because it behaves arbitrarily as commanded by the controls we are operating with our hand. Our brain can't be fooled by pure visuals, because we already have a far deeper realization of the truth (that it is not a real human) because it is interactive.

    When it comes to movies we are total observers, and the uncanny valley kicks in when we recognize that something is intended to look perfectly human, but our incredibly acute perception in identifying humans isn't fooled.

    We have now become so used to seeing CGI humans that it's more of a boolean flag when they are recognized as such - I simply have an awareness that what I'm seeing isn't an actual human. When that happens it is a distraction and reduces how immersed I am in the movie. I don't think of it as "spooky" or that I want to kill the fake human or something, but it is simply a realization - I get a glimpse of the man hiding behind the curtain pulling the strings. A perfect example: The big Matrix Reloaded fight scene. Some little switch in my brain kept going: Real. CGI. Real. CGI. Real. CGI. Kind of makes it hard to enjoy a movie.

    --
    Better known as 318230.
    1. Re:Not such an issue for games by iMadeGhostzilla · · Score: 1

      I'd just add that the degree to which our brains can be fooled depends on the emotion we have invested in it. For years I haven't played any games after Half Life, and once I watched the gameplay of some to me uninteresting western game, "Red Dead Redemption", some poker playing character made some joke about his wife, and I had a clear realization that the computer is playing a WAV file on cue. I was a completely separate, objective observer of an audiovisual rendering machine. But then I watched Portal, with its teleporting thing invoking a slight dread from the HL days, and suddenly all that GladOS was saying was real. I had to fish for that feeling in my mind that can look at the game objectively for what it is.

      So I'd say what makes something feel real is its ability to make us project into it. Graphics can help, but is only a part of it.

    2. Re:Not such an issue for games by sysrammer · · Score: 1

      Interesting points. Fwiw, I enjoy both games, and my "immersion observations" are the reverse. I can immerse myself in the western, while Portal I find to be an interesting puzzle game with robots.

      --
      His ignorance covered the whole earth like a blanket, and there was hardly a hole in it anywhere. - Mark Twain
  21. Re:The only uncanny valley that revolts me is babi by sexconker · · Score: 1

    Bet you love those E*TRADE commercials.
    Or the one where the guy's car is a giant baby.
    Or the Allstate commercial with the talking baby who complains about a talking mime.

  22. I wouldn't forgive me by Miletos · · Score: 2

    From the article:
    Ira isn’t an actual human being—he’s just a computer model—but you’d be forgiven for not being able to tell the difference.

    Well...I wouldn't forgive me. You can tell by:
    - The crazy amount of unnatural (colored) lighting used to hide low detail and/or too-uniform shading. Show me the same head model in a field on a cloudy day at 2pm in March
    - The limited polygon count; look at the edges of his ear (which is a bit weird looking in itself btw)

    Much more impressed by these, but they are pre-rendered:
    http://www.cgtrader.com/blog/w...
    http://www.cgtrader.com/blog/w...
    http://www.3dtotal.com/index_g...

    Instead of unnatural lighting they have a lot of added skin detail (wrinkles, dirt) to hide too-uniform shading. There's a lot of detail / noise / subtle imperfections in real life you don't normally think about, but when it's not there you instantly notice it on a subconscious level.

    1. Re:I wouldn't forgive me by Anonymous Coward · · Score: 0

      Sometimes I have to wonder if some other people just have really bad vision or a bad prescription from their optometrist. My vision isn't perfect but I can always pick out a computer generated character from a real one.

  23. Already crossed IMO by GameboyRMH · · Score: 1

    Games already have ultra-realistic-looking characters that aren't creepy...Crysis series, Far Cry 3, DMC4/5...in fact I can't think of any games with Uncanny Valley characters. It's like they leapt straight across the valley at some point rather than trudging through...which kind of makes sense. We had motion capture tech before we had machines powerful enough to render ultra-realistic characters.

    --
    "When information is power, privacy is freedom" - Jah-Wren Ryel
    1. Re:Already crossed IMO by Anonymous Coward · · Score: 0

      You must not have played Oblivion.

    2. Re:Already crossed IMO by Andrio · · Score: 1

      They don't cause uncanny valley because--while they may look pretty realistic--they're actually not realistic enough yet to cause it. Your brain can still tell they're totally fake, even though it may simultaneously be thinking "Wow it looks so real!"

      --
      The Internet King? I wonder if he could provide faster nudity.
    3. Re:Already crossed IMO by LordVader717 · · Score: 1

      You must not have played Oblivion.

      Oblivion was uncanny because Bethesda simply didn't do a very good job. They made everyone look ugly, had very lazy motion and physics, and made talking to these characters with a close up of their face a major feature of the game.
      Look at other games from the era and you'll find much more realistic and convincing characters, and not just because they have lower red textures.

  24. No need for a bridge. by westlake · · Score: 3, Insightful

    In games where human-like characters are necessary, the uncanny valley can be an even bigger problem than in animated movies

    In 3.38 seconds watch Disney bring a character to life. Disney's Frozen "Let It Go" Sequence Performed by Idina Menzel

    This is how it's done and you don't need photo realism to do it.

    1. Re:No need for a bridge. by QilessQi · · Score: 2

      This. In Scott McCloud's "Understanding Comics" and "Making Comics" books, he talks about how human beings tend to identify more with a character when that character is less realistic in appearance. I can't remember the specifics, but IIRC this may be because the figure we see is overtly representational, so our unconscious is freed up from dealing with fine details and we can project ourselves into the character more easily.

      The ultimate examples of this are stick figures and emoticons. We're fine-tuned to read faces, so all we really need to convey a human emotion is this: :-)

      Many cartoonists also rely on techniques like caricature and exaggeration of important or distinguishing details. For example, the oversized eyes/mouths/heads in manga don't look wrong, because for human beings these are the most important features to attend to (take a look at many comics, and you'll see that heads and eyes especially are abnormally large when compared to the bodies).

      If catering to Western tastes, attractive women are drawn lithe and curvy whereas men are large, stocky and angular, because these are simple exaggerations of the body differences between the sexes.

      Which brings us back to your example of Disney and "Frozen". Elsa is beautiful (by Western standards), but a real woman with those facial proportions would look frighteningly wrong walking down the street. She's beautiful in part because (at some level) our brains understand that she's a caricature. But within that context, her face and movements are far more natural than the best CGI simulations of any "realistic" woman I've seen so far.

    2. Re:No need for a bridge. by Anonymous Coward · · Score: 0

      Elsa kinda looks like Devon Aoki but with bigger eyes. http://www.imdb.com/name/nm122...

    3. Re:No need for a bridge. by sysrammer · · Score: 1

      +1, excellent post, thx

      --
      His ignorance covered the whole earth like a blanket, and there was hardly a hole in it anywhere. - Mark Twain
    4. Re:No need for a bridge. by volmtech · · Score: 1

      It's not just humans. My daughter is a hair dresser. She brought home a mannequin head with a full head of hair to practice on. Her husband mounted it on a pedestal so she could reach it easy. Later their miniature dachshund came in the room. When she saw it she went bat-shit insane attacking this disembodied head.

    5. Re:No need for a bridge. by Anonymous Coward · · Score: 0

      If catering to Western tastes, attractive women are drawn lithe and curvy whereas men are large, stocky and angular, because these are simple exaggerations of the body differences between the sexes.

      There's a lot more going on in this particular example. Sexualised women are drawn lithe and curvy and empowered men are drawn stocky and angular because of a variety of cues that have been baked into our digestion of illustrated works. Given the way we market and consume media, it's not at all surprising that someone would generalise all depictions of men and women into those specific niches, and so ingrained is that expectation that even here, in a story intended to be pro-feminist (at least, I expect that was the intent) we have this same broad stroke.

      Even if you're all on board for objectified women and powerful men, some diversity in character design would be nice.

  25. Re:The only uncanny valley that revolts me is babi by Anonymous Coward · · Score: 0

    Ha...I really can't remember what commercials use babies in that way...unfortunate for them. Unfortunately, for me, that means I can't actively avoid their products.

    Thanks for the help, for at least some of them.

  26. Any actual research? by NeverWorker1 · · Score: 1

    The Uncanny Valley wikipedia page lists very, very little research (one "study" was based on five monkeys; because n=5 is totally statistically significant). Perhaps we should determine in the uncanny valley is actually a thing before we start speculating about how to cross it.

    1. Re:Any actual research? by Anonymous Coward · · Score: 0

      The Uncanny Valley is an idea thought up by a guy based on his personal experiences. I'm fairly certain it is entirely non-existent in people who are used to watching animated or rendered humans. That is based on my personal experience.

    2. Re:Any actual research? by akozakie · · Score: 2

      Wow... Just wow.

      It doesn't exist because the Wikipedia page lists little research and that research is not statistically significant.

      Is it just me, or is using scientific big words like "statistical significance" in an argument based solely on the contents of a Wikipedia pega is so wrong it's just funny?

      Not implying that this is not true - I have no idea how much research was done on the subject. Google scholar seems to know about thousands of articles about this (about the same number as e.g. "Hawking radiation") - are any of them really good? No idea. Maybe it really is overrated.

      But criticizing something as not supported by research using Wikipedia as a source? Ridiculous. Wikipedia does have its uses, but this certainly isn't one of them...

  27. I crossed the Uncanny Valley at Pong by monk · · Score: 1

    That left paddle was hot!

    --
    [-- Trust the Monkey --]
  28. I love the beta by Anonymous Coward · · Score: 0

    The beta is awesome. The beta appears to make any post that says beta minus one. I'm testing the beta.

  29. The summary is missing some new link by bickerdyke · · Score: 1

    http://www.shamusyoung.com/twe...

    Just today Twenty Sided blogged about the "Uncanny Valley" in games when better AI makes the game feel more stupid.

    --
    bickerdyke
    1. Re:The summary is missing some new link by sysrammer · · Score: 1

      To save Slashdotter's time, here's the "blogged about" part.

      "
      This reminds me of the Uncanny Valley. Up to a certain point making the AI better and better makes the NPC seem more real, until they become too convincing and then their shortcomings suddenly become glaring and overshadow everything else.
      "

      The words "Uncanny Valley" are linked to the Wikipedia page. The blog is all about Skyrim, so all you 'Rimmers out there might like to check it out.

      --
      His ignorance covered the whole earth like a blanket, and there was hardly a hole in it anywhere. - Mark Twain
  30. Not just a technological problem by gman003 · · Score: 1

    Most of the problem is artistic, not technological. We have more than enough horsepower to get photo-realistic rendering. At least as long as everything stays still - it's when things start to move that it all breaks down.

    Particularly faces, but there are some games that look breathtaking in screenshots that look absolutely horrible once characters do anything beyond an idle animation (I'm looking at you, Skyrim). And plenty of games that manage to do good move animations and good facial animations don't do them both at once - everyone has to stand still to talk. And eye animations are very difficult, but very important if you want to cross the uncanny valley.

    Much of it comes down to animators being trained mostly for non-interactive works, and game engines not being good at merging animations together or altering them dynamically (look at how feet clip through small ground obstacles). I think what is really needed are combined programmer-animators, who can write code to dynamically animate complex systems. Some games have done this in limited ways, but if you want to cross the valley completely, you need that extremely rare skillset combined in one person.

    You can bypass all these problems by using prerendered cutscenes, but that makes it not exactly a "game" at that point, just movie snippets.

    Of course, the other way to bypass it is by not aiming for photorealism. You don't even have to go as far as cel shading - Bioshock: Infinite certainly isn't aiming for photorealism (look at the eye-skull ratio and head-body ratio), but it also certainly isn't what I would call "cartoony".

    Artists have found ways to cover up the things the coders can't do well - look at how many characters have something that covers their mouth or eyes. The good ones have always found ways to do this - Samus's massive shoulder orbs are partly to cover up how they couldn't get the complex shoulder joints to work right.

    1. Re:Not just a technological problem by GrumblyStuff · · Score: 1

      (look at how feet clip through small ground obstacles)

      It's far worse when they don't. http://www.youtube.com/watch?f...

    2. Re:Not just a technological problem by Anonymous Coward · · Score: 0

      "...it's when things start to move that it all breaks down."

      THIS.

      I was going to post that what they can do is improve the animations rather then the models and textures. Really successful motion captured behaviors add so much.

      The way the models run, idle, and stand, etc. No matter how good the face is, if the eyes don't blink or if there is no expression, you will be repulsed. And the reverse, even a poor model can have a lot of shortcomings overlooked with really good movement.

    3. Re:Not just a technological problem by Anonymous Coward · · Score: 0

      Yep. Nothing says faaaaake like an animation walking at 5 miles per hour on a character moving 4.5 miles per hour, and believe me you'll notice as soon as the foot starts slipping on the ground.

    4. Re:Not just a technological problem by Alejux · · Score: 1

      "Most of the problem is artistic, not technological."

      That's the whole problem, and what people are trying to fix.

      As long as games need to rely on expensive and talented artists or expensive motion capture to do human character animation, the production costs of games will continue to go up and up as games get more realistic, not to mention the all the limitations imposed by such methods. It's only when algorithms and software are fully able to imitate in a realistic the way humans look and move, that we will be able to see a significant drop in productions costs and a gigantic leap in gameplay and interaction potential with human characters in games.

  31. Canny by PopeRatzo · · Score: 1

    I don't believe there is any video game that comes anywhere near the "uncanny valley".

    It might happen some day, and I hope it does, but we're not even close yet.

    In regard to the comments suggesting that games don't need to be realistic to be fun, I absolutely agree. But I've noticed lately that I really appreciate games that have realistic portrayal of light. So many games get this wrong. The world seems flat and claustrophobic instead of giving the feeling of space. I don't know why I'm noticing this more and more, but I find that the games I want to inhabit are the ones that have an expansive, open feel to them.

    --
    You are welcome on my lawn.
  32. agreed but... by schlachter · · Score: 1

    it does increase immersion...which makes different demands on our cognition than pac man or super mario.

    --
    My God can beat up your God. Just kidding...don't take offense. I know there's no God.
  33. Great game idea by Anonymous Coward · · Score: 0

    Great idea for a game! You have to cross the uncanny valley.
    You start out and everybody looks like Mario or cartoon.
    In the valley, things look almost human but are too menacing and you have to avoid them and find the secret path through.
    Finally you get to good-looking people land.

  34. The Walking Dead vs The Last of Us by Anonymous Coward · · Score: 0

    The Walking Dead and The Last of Us are interesting for how they take different approaches to the same kind of world. Both have the player control a middle aged man protecting a young girl as they journey through a ruined world infested with zombies and bad people. However, The Walking Dead has a watercolored look and more of a focus on decisions made through dialog, while The Last of Us has more realistic graphics and action focused gameplay.

    I was impressed by how much better Walking Dead dealt with uncanny valley issues than most other games. Its graphical style avoids the question of photorealism and its well written and acted dialog tree, with combat not making the majority of the gameplay, makes the characters feel believable. I've played through the first season of Walking Dead but only seen videos of Last of Us. For those of you who've played both games, how would you compare them? Which set of characters did you empathize with more? How do their development budgets and schedules compare?

  35. Re:Classic by Anonymous Coward · · Score: 0

    PONG

  36. Re:Celebrities by Anonymous Coward · · Score: 0

    Adult Movie Business will layoff a lot of people when they could create real looking people

  37. Helvetica sans-serif by ahaweb · · Score: 1

    Off topic: Some comments appearing on beta slashdot as serif typefaces is a bug not a feature. The font-family is "Helvetica sans-serif", which doesn't actually exist. Maybe there should be a comma in there.

    1. Re:Helvetica sans-serif by Anonymous Coward · · Score: 0

      Off topic: they should try Helvetica standard.

  38. just embrace uncanny by Anonymous Coward · · Score: 0

    and make horror games. very simple.

  39. Game developers have no chance by Kjella · · Score: 1

    Look at movies, they're still not bridging the gap. Watch any animated movie, even the ones going for hyperrealism and you still can tell they're not human. And they have tons of processing and rendering power and a predefined movement filmed at a predefined angle. Game developers have none of that, they have to do it in real time, often as a response to user input (like if you're fighting a swordsman, he must turn to face you) in a free camera angle. They'll be at least 20 years behind the movies, if they ever achieve it.

    --
    Live today, because you never know what tomorrow brings
  40. Do they buy video games? by Anonymous Coward · · Score: 0

    Who are these people who get 'revolted'? Do we care about them?

  41. I don't want photo realistic characters by cascadingstylesheet · · Score: 1

    It's supposed to be fantasy. I honestly enjoy cartoonish characters much more.

  42. Anime just does it to backgrounds by dbIII · · Score: 1

    A lot of recent anime (eg. Coppellion - looks good visually but a million plot holes) has photorealistic backgrounds but people like like simple 2D cell animation figures. That avoids the uncanny valley problem entirely.

  43. Doctor who - robo phobia by daling8 · · Score: 1

    This is an old idea. Tom Baker Doctor Who covered it well. Something just grate on our instincts Faces are really important. Somethings just feel wrong.

  44. Watch RoboCop 2014 Full Movies by meequen · · Score: 1
  45. Actors in the uncanny valley by Anonymous Coward · · Score: 0

    Watched the first 4 episodes of House of Cards yesterday.

    The FBI guy, a real bastard, controlling the hacker who sets up the editor/reporter has a face that is definitely in the uncanny valley.

    Is the fact that he is acceptable as a TV actor a side effect of games?