Seems like the easiest way to prove it's real would be to run/preview it in the editor or via a fresh compile, enable/disable wireframe mode etc, show us the debug log
kind of silly to believe it's not real. there are already demos/levels you can purchase with this graphics. That's how this game came to be, they purchased a level with this type of lighting etc, and likely they copied those settings to make their own game look as authentic.
aim? the gun had iron sights, doesn't look especially hard to aim.
Yet the player is rarely looking down the iron sights, it looks like trying to aim in ARMA with a massive deadzone, shooting in the direction your gun is facing rather than exactly where you're looking
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kind of silly to believe it's not real.
No it's not, barely anyone has seen anything like it
True, but i guess it's enough (in this demo) to aim in the direction of the sights, likely the gunplay is just in its initial state.
Depends on if you've been paying attention to the engine and other demos. I saw that level they were inspired by last year and that blew me away. I think the main thing is that the lighting looks so great. Easily done with overcast weather, well more easy than other weathers at least. I was stunned by Ride 4 on the PS5 for example, looked like a captured real life video to me, but only when shown in overcast.
This is how games should look anyway with powerful PC hardware, people won't believe it's real since all we get is shit looking console ports these days. UE5 with lumen seems to produce insane looking stuff with small effort, can't wait to see more games.
I don't know what sort of proof the dev is supposed to bring out to convince people (other than releasing the thing), but the article+example I posted earlier regarding photogrammetry is enough to convince me it's more than feasible.
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The tech behind this is interesting and perfectly feasible indeed, the question mark for me is the actual playability of such a dynamic camera work + aiming combo, which definitely does look sexy and immersive from an external point of view in the way it emulates GoPro footage with its exaggerated digital post-processing effects, yet it gives the impression of being unpractical/disconnected when being the one who actually controls the action. Almost like an extreme version of the ol' Trespasser, which looked a lot better than it played.
It can still work well though when toned down a little, at the end of the day it's just a few parameters that can be easily adjusted. I'm curious to see how it will develop from demo to actual game, or if it will develop at all
Didn't hear about this game until recently. And friends are all talking about it.
Reading up on it, it seems anyone abuzz about it is either hungry to praise the devs and strut around "Told you!" or hungry to slam the devs into the dirt shouting "Knew it, lying huckers!".
The hype around the game isnt about the game anymore in a way. It's about being personally right about if its real or not.
Why not...wait and see what comes out. If it's true, play it. If not, dont?
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Disclaimer: Post made by me are of my own creation. A delusional mind relayed in text form.
The tech behind this is interesting and perfectly feasible indeed, the question mark for me is the actual playability of such a dynamic camera work + aiming combo, which definitely does look sexy and immersive from an external point of view in the way it emulates GoPro footage with its exaggerated digital post-processing effects, yet it gives the impression of being unpractical/disconnected when being the one who actually controls the action. Almost like an extreme version of the ol' Trespasser, which looked a lot better than it played.
It can still work well though when toned down a little, at the end of the day it's just a few parameters that can be easily adjusted. I'm curious to see how it will develop from demo to actual game, or if it will develop at all
The graphics I can buy, the VR photogrammetry with shit resolution is already impressive enough.
It's animations and camera movement that looks odd. You can't do that kind of head-tracking seen in the opening minutes without a go-pro on your head or VR (VR is absolutely feasible).
Then there are sections shown without the headtracking, this is normal. It could be like ARMA where you halt ctrl and headlook > but the locked view doesn't look locked.. *shrug.
But then if you go ok its a VR game, the hand animations don't line up -> could be both but why would you mix footage. Lets see.
The tech behind this is interesting and perfectly feasible indeed, the question mark for me is the actual playability of such a dynamic camera work + aiming combo, which definitely does look sexy and immersive from an external point of view in the way it emulates GoPro footage with its exaggerated digital post-processing effects, yet it gives the impression of being unpractical/disconnected when being the one who actually controls the action. Almost like an extreme version of the ol' Trespasser, which looked a lot better than it played.
It can still work well though when toned down a little, at the end of the day it's just a few parameters that can be easily adjusted. I'm curious to see how it will develop from demo to actual game, or if it will develop at all
Maybe CAPCOM should try this engine for the upcoming Resident Evil games.
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Only way I could see the gameplay work outside of VR would be a very generous kind of aim assist that would make CoD look like it requires both eyes open, or even worse, some kind of on-rails shooter.
Some parts like having to look at the magazine to see how many bullets are left would point towards some kind of tactical shooter, but yeah, don't see how that works with the GoPro camera. Graphical prowess aside, I don't care for the game that's being sold at all tbh
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