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eighteen million things happen around the character to distract the viewer's attention from the human character throughout most of the video

Yes. Why did they do all those crappy CG effects while showcasing photorealistic characters? Two people seated across a chessboard in a realistic room would have been more effective.

It's getting to the point that everybody is doing this. Unreal Engine has Metahuman Creator.[1] Even Second Life has reasonably good heads now.[2] And has facial tracking on their roadmap.

[2] https://www.unrealengine.com/en-US/metahuman-creator

[2] https://www.youtube.com/watch?v=OEjvD8C0g8w



I didn't think I would care about face tracking, but Star Citizen uses a Face over IP system and man it really enrichens the online experience. You can communicate a lot more subtlety with it.

It also has the benefit of necessarily head tracking as well, so you can also do TrackIR style head tracking which again adds a lot to the experience to be able to move your view around independant of the mouse and in ways a mouse can't move.


I guess the simple reason is because then you wouldn't believe it was computer generated but it could just be a movie of two people playing chess. It needs to add a touch of the bizarre or fantastic to remind the viewer they are watching something that isn't real. Though, frankly, the talking portion was reminder enough of that.




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