Square Enix Witch Chapter Real-Time CG DX12 Demo Impresses At Microsoft BUILD
MojoKid writes: Computer generated graphics have come a long way in the past several years and are starting to blur the line between animation and real actors. One of the more difficult tasks for CG artists is to recreate human emotions, especially crying, though you wouldn't know it after watching a tech demo that Square Enix showed off at the Microsoft BUILD Developer Conference. The real-time tech demo is called Witch Chapter 0 [cry] and is part of a research project that studies various next generation technologies. For this particular demo, Square Enix put a lot of research into real-time CG technology utilizing DirectX 12 in collaboration with Microsoft and NVIDIA, the company said. It's an ongoing project that will help form Square Enix's Luminous Studio engine for future games. The short demo shows some pretty impressive graphics, with an amazing level of detail. As the camera zooms in, you can clearly see imperfections in the skin, along with glistening effects from areas where the face is wet with either tears or water
..what 4x SLI Titan X can do.
Because this sort of thing doesn't impress me anymore. It looks pretty much the same as every other demo I've seen for the last several years. Sure, it IS more detailed but those details do pretty much nothing to enhance realism and in fact as the demo shows, the artists go out of their way to show off these features (like 3d movies) and ruin it in the process.
I don't need to be blinded by your overpowering puddle of water, thats not impressive, I don't even need thousands of dollars of GPUs to do that.
Instead of showing me tears that look fake as shit and being proud of it, or a dirty face, why don't you work on things that make the whole scene clearly a rendering instead of reality.
Worse still, you can STILL see that the shadows are not actually calculated real time and not only lag but are jerky in their transitions.
So 10 our of 10 for heating up your GPUs and frying eggs, but 0 for actually impressing me with an advancement in rendering that I can about.
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FTW!
-cyborg_monkey
And with only $2000 worth of SLI graphics adapters, the average joe can expect this level of real-time performance in about 8 years time, maybe 12 when we all switch to VR and need to start rendering 2 x 4k viewports at 120fps
like tears in rain. Time to get a life.
The middle aged bald guy in polo was the closest to reality, but why bother modelling that?
This doesn't impress me.
One of the things that struck me in this video is that shadows still are very problematic. When the shadow is adjusted manually, flickering faces on the rock appear, and on the face, they don't move smoothly either. Quality of reflections / refraction is hard to judge in this scene. All in alll this is just another high-detail demo that emphasizes the fact that we're stuck in terms of rendering quality; engine complexity goes through the roof, but returns are diminishing. Looking forward to the era of path tracing.
Meh. "So realistic you can see their pores!"
Who the hell cares. We want good gameplay, not graphics so massively realistic you can see their nose hairs twitch. Too many games worry far too much about graphics and not nearly enough about making an actual good game. gameplay mechanics people. That's what matters. If I wanted to watch a movie, I'd just go watch a movie.
Also, DX12 = the fail. News flash: there are more platforms now than Windows. Locking yourself into that ecosystem is pretty 20th century.
I tried reading this word salad headline four or five times before deciding that today was the day an artery ruptured in my brain.
Substitute DirectX 12 with OpenGL in TFS and this forum would be jerking off all over this
It's amazing that when we witness boundries being pushed, almost everyone here is *extremely* cynical and negative.
On a tech site of all places????
You know, so the games running this engine can be made for the XBox One/PS4?
Whilst the character was solidly in the uncanny valley, I though the real impressive stuff was the big outdoor scenes. Of course youtube decimated the quality, a torrent link would be better.
But this took thousands of dollars of graphics card, I'd hate to see the framerate for 1 sensibly price card.
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Any chance they'll update Final Fantasy XIV with this new engine?
Better-looking catgirls? Yeah! ^_^
Get free satoshi (Bitcoin) and Dogecoins
Those are NOT the people to rant about!
When you see a movie you thought was boring do you rant about the camera manufacturer?
These guys are developing a very cool technology, it’s awesome. What game designers are doing with their games’ story-telling and plot lines is a very different discussion.
What the hell are you talking about? DX12 is available on both Windows 10 and Xbox One!
Get free satoshi (Bitcoin) and Dogecoins
Empathy for pixels.
"If any question why we died, Tell them because our fathers lied."
What the hell are you talking about? DX12 is available on both Windows 10 and Xbox One!
The Xbox One is also running a version of Windows, actually. In any case, for developers targeting consoles and PCs, DirectX is sadly more "portable" than the alternatives like OpenGL and (yet to be released) Vulkan, as the Microsoft console is a significantly larger market than the non-Windows PC operating systems combined. The other consoles use their own proprietary APIs which are incompatible with either. Mobile platforms like Android do use OpenGL, but they are a market for different kinds of games than the PC and consoles. Thus, when the choice is between Windows+Xbox (Direct3D) and Windows+Mac OS X+Linux (OpenGL), the former is a larger market overall. This probably also played a role in OpenGL largely disappearing from PC games in the 2000s (after the first Xbox was released), in addition to the bad driver support from certain vendors.
Is there multiplayer?
You are welcome on my lawn.
You are talking about a company that made two MMOs for aging console platforms on their way out: FFXI on PS2+hard drive and later X360, then FFXIV on PS3, though that time they wisely did it for PC first. Locking themselves into ecosystems is a way of life. Also, someone over there has a hard-on for flashy graphics as a priority over gameplay. All the graphics in the world didn't save them from having to literally re-make FFXIV after it flopped hard.
#naabhaprzrag, #sverubfr-000, #agi-fcbafberq, negvpyr[pynff*=' negvpyr-ary-'] { qvfcynl: abar !vzcbegnag; }
DirectX is sadly more "portable" than the alternatives like OpenGL and (yet to be released) Vulkan
It's nowhere close. Talking just about native support, not things like wine:
DX = Windows, XBOX.
OpenGL = Windows, Mac, Linux, Android, iOS, BB, PS4, and something OpenGL based but not quite GL (PSGL) on the PS3. Also Wii API is more similar to GL than to DX.
OpenGL gets you a massively larger market. It's not quite a strict superset due the xbone, but it's more than worth it to drop xbone and pick up everything else. Unless you're gonna do both DX and GL anyway of course, but if you have to pick one, you want to be picking GL these days. Lots of major game engines are moving to GL for that reason.
Also, DX12 = the fail. News flash: there are more platforms now than Windows. Locking yourself into that ecosystem is pretty 20th century.
No argument there, but progress needs to happen somewhere. We'll all benefit from it in the long run.
For large sets, this will be our guide even unto death, for the LORD will work for each type of data it is applied to...
Who the hell cares. We want good gameplay, not graphics so massively realistic you can see their nose hairs twitch. Too many games worry far too much about graphics and not nearly enough about making an actual good game. gameplay mechanics people. That's what matters. If I wanted to watch a movie, I'd just go watch a movie.
This is Square Enix. They don't do good gameplay.
Remember FFXIV? That was the MMO where they dedicated as many polygons to rendering background objects as they did to the player character, because they looked nicer. Unfortunately they completely neglected the gameplay aspect of the game, leading to one of the largest MMO flops of all time. They since released a version where rather than fix the gameplay they just stole WoW's gameplay. If you can't do something yourself, you might as well steal from the best, I guess.
Is it just me that worries more that they are releasing a sequel to something so sequel-ed already that you have to resort to Roman numerals?
In general, if your game engine is tied to DX or OpenGL, you suck at making game engines or aren't trying to be cross platform anyway.
Rending backend abstraction is ultra trivial when it comes to game engines.
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You're well over a decade too late for that. Final Fantasy X-2 was a thing.
People make fun on Nintendo for over-reliance on Mario, they've got NOTHING on Square Enix. Square Enix is up to something on the order of 60 Final Fantasy games when you count them all up.
So, yes, not only are the up to 15 "games" in the main series, they've already released sequels-of-sequels generating things like "Crisis Core - Final Fantasy VII" (that's actually a prequel to the sequel, you see) and "Final Fantasy X-2" (which is a sequel to a sequel).
The skin still looks like rubber and they move like puppets.
The short demo shows some pretty impressive graphics, with an amazing level of detail. As the camera zooms in, you can clearly see imperfections in the skin, along with glistening effects from areas where the face is wet with either tears or water
The style of the article reminds me of an Old Man Murray new article, featuring a glowing description of the rendering power of the (then not yet released) PS2 (article at bottom of page): Playstation 2 To Usher In New Era Of Underage Girlfriend Simulation
Now use OpenGL 4.3 or 4.4, and you find yourself tied to Windows again, perhaps Mac, and a tiny portion of linux users with recent AMD or nvidia hardware, recent distro and proprietary driver installed.
Says the loser posting anon on a news site...
no more need a actors or actresses or paying large sums no need a copyrights and all that crap.....even regular movies should all go this route
its like copyright has turned into the union of the car industry as they introduced the robots there and slowly we get rid of people....
in time all this money will be freed up for....other stuff...
Anyone want to predict how long before computer generated human images in movies are indistinguishable from live actors?
Like any company, game companies are made up of multiple departments. What this means is that it doesn't matter how much time the graphics guys spend making games look good, because it's not taking time away from the gameplay, story, audio, etc people. The graphics artists are doing their jobs.
OpenGL isn't even up to DX10 level quality yet, so that's completely out. So what open sores, cross platform API would you use?
Yep, I'm sick of Final Fantasy. I stopped halfway through FF8 and never played another.
What I would like is for the Enix side to make another game in the Soul Blazer/Illusion of Gaia/Terranigma series.
DirectX is sadly more "portable" than the alternatives like OpenGL and (yet to be released) Vulkan
It's nowhere close. Talking just about native support, not things like wine:
DX = Windows, XBOX.
OpenGL = Windows, Mac, Linux, Android, iOS, BB, PS4, and something OpenGL based but not quite GL (PSGL) on the PS3. Also Wii API is more similar to GL than to DX.
OpenGL gets you a massively larger market. It's not quite a strict superset due the xbone, but it's more than worth it to drop xbone and pick up everything else. Unless you're gonna do both DX and GL anyway of course, but if you have to pick one, you want to be picking GL these days. Lots of major game engines are moving to GL for that reason.
PS4 games use Sony's proprietary API, rather than OpenGL. Even if OpenGL compatibility is also available, it would be an inferior option for the developers if performance is a serious priority.
Games developed for consoles and Windows do not necessarily also target mobile platforms. There are less demanding indie titles that run on all, but for large high budget "AAA" games like GTA V compatibility with cell phones is not important.
That leaves Mac and Linux, which have less than 5% gaming market share combined on PC hardware (source: http://store.steampowered.com/hwsurvey). Compatibiliy with them is nice to have, but hardly essential. On the other hand, the Xbox One is a more comparable market to Windows PCs. Therefore, in terms of potential sales (which is what ultimately matters to the publisher) for an AAA game, Direct3D is worth more than OpenGL. Not to mention that even though in theory both are supported on Windows, Direct3D offers better performance and driver compatibility (especially on non-Nvidia hardware) than OpenGL, in addition to better development tools. That is why almost all major games use Direct3D on Windows, and Linux and Mac ports are at best implemented later as an afterthought.
Now use OpenGL 4.3 or 4.4, and you find yourself tied to Windows again, perhaps Mac, and a tiny portion of linux users with recent AMD or nvidia hardware, recent distro and proprietary driver installed.
OpenGL support is not really better on Windows (other than maybe for Intel GPUs) than on Linux, and Mac OS X is actually inferior to Linux, based on Phoronix benchmarks. That is perhaps one of the reasons why there are some games that support Windows and Linux, but not Mac, which seemingly does not make much sense based on the market shares of the platforms. Nvidia and AMD proprietary OpenGL drivers are 90+% the same on Windows and Linux, and on the latter they just use some kind of wrapper layer to run the same binary blob. The Nvidia drivers are even slightly faster on Linux than Windows the majority of time.
The simple reason why you do not see many people complaining about OpenGL on Windows (giving the illusion that there are less problems with the drivers) is that the overwhelming majority of AAA games on Windows just do not use OpenGL in the first place.
In general, if your game engine is tied to DX or OpenGL, you suck at making game engines or aren't trying to be cross platform anyway.
Rending backend abstraction is ultra trivial when it comes to game engines.
That might be the case in an ideal world, but in reality developers have finite resources and have to meet the deadlines set by the publisher. In the fairly common case when the target platforms are PC + XB1 + PS4, OpenGL support only brings an extra 4-5% market (Linux and Mac OS X) from the PC sales, and it is also generally regarded as being harder to work with than Direct3D. So, it is no wonder it gets sacrificed so often. Also, even when the developers use a third party engine that supports OpenGL and minority PC operating systems, those still tend to end up being dropped for a number of reasons, especially when extensive modifications are made to the engine.
Out of all the infinite combination of characters and settings, what we choose to showcase some new 3D technology is a grieving woman.
GG developers!
The only roman numeral game in the Final Fantasy series that can be construed as a sequel is Final Fantasy XV and even that is an exceedingly tough sell since it only uses a similar mythology to Final Fantasy XIII, based on information known so far, but it was also initially developed as Versus XIII rather than XV. Each of the rest have their own narratives that are isolated.
"Lack of speed can be overcome. In the worst case by patience." --Znork
If they aren't sequels, they shouldn't use the same name.
Same Name + 1 == Sequel.
Even then, what you're saying is that it's the JRPG equivalent of Madden, where they release the same game but with updated characters and "story" and hope people don't notice.
Sequels are a function of narrative. Series is a function of brand.
Harry Potter, for instance, is a series of seven books which six are sequels. Each book in the series builds on the narrative of the series as a whole.
Goosebumps is a series of 180 books where each book, with a few exceptions, is it own narrative. Goosebumps #2 "Stay Out of the Basement" is not a sequel to Goosebumps #1 "Welcome to Dead House".
Final Fantasy XIII-2 and Lightning Returns: Final Fantasy XIII continue the plot from the previous game (XIII-2 continuing the plot of XIII and LR continuing the plot presented by XIII and XIII-2). Thus these two games function as sequels to Final Fantasy XIII. Final Fantasy VIII has no relation to the plot or narrative of any preceding Final Fantasy game so it's not a sequel.
"Lack of speed can be overcome. In the worst case by patience." --Znork