Are we finally leaving the "Uncanny Valley"

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Saint of Killers
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PostRe: Are we finally leaving the "Uncanny Valley"
by Saint of Killers » Fri Jun 22, 2018 6:40 am

Rightey wrote:
Dig Dug wrote:The push for more realistic looking games strengthens the uncanny valley effect. This is why companies like Nintendo have been keen on less realistic visual aesthetics in their games. Their characters are designed to feature enough human elements for us to identify with what they are while still staying far enough away from hard realism enough that we find the characters endearing.
Case in point the space world 2000 Zelda Demo vs Wind Waker, a change made explicitly because of the uncanny valley.

I agree with this, I'm starting to prefer more stylized characters to these photo realistic ones. I don't even mean cell shaded characters, even things like slightly more blocky or more plasticy characters are ok with me, I don't think there's really a need for photo realism, it seems like it's just something people are working towards without any real consideration as to why.

It made sense back in the days when we were going from pixelated sprites to butt ugly 3D models, and then to nicer looking models but I think the point has already come where we can say this is good enough and developers should focus their energy on other aspects of the game rather than spending time and money trying to realistically render each nose hair of whoever we're going to fight in 4 seconds.

But they're doing that as well!

Digital Foundry/John Linneman on TLoU2's animation:

What's immediately apparent is that there's a fluidity to the animation quite unlike anything on the market, to the point where some don't even believe that the demo is authentic in-game action. Of course, Naughty Dog has a rich history in pushing back the boundaries in this respect, with the expertly crafted blending and transitions seen in both the Uncharted titles and The Last of Us, but clearly, this latest E3 reveal is on a whole new level - and it's all down to a new animation technology known as motion matching.

"It's this crazy science fiction stuff where you take just hundreds and hundreds of animations of like walking forward and turning or whatever, and you put them in this huge bucket, and then based on what the player is trying to do or what an NPC is trying to do, it pulls from that bucket, sometimes two or three different animations, and blends them together to make this totally seamless thing," co-game director Anthony Newman told IGN.

"The motion matching technique is used by other studios, but we've kind of taken it and put the Naughty Dog spin on it because responsiveness is always a huge thing for us," co-game director Kurt Margenau added. "So we've taken it and kind of built on it and made this hybrid thing of the responsiveness and quickness of something like an Uncharted game, which is pre-existing and incorporating this very fluid, very realistic animation that still communicates those real stakes."

So what makes motion matching special? In traditional motion capture, the actors are suited up and perform any number of necessary actions for the game. Animators take this data, cut it up into chunks and then massage it to produce usable animation chunks that are implemented into the game. That's a somewhat basic summary of a highly involved procedure but the bottom line is that it requires a lot of work to achieve lifelike animation and aspects like believable transitions can require a lot of bespoke animation work.

More here: ... h-analysis

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PostRe: Are we finally leaving the "Uncanny Valley"
by NickSCFC » Fri Jun 22, 2018 8:32 am

Ad7 wrote:
NickSCFC wrote:[


These new games have much better looking facial animations, so the effect is diminished.

I see this gif banded around as being awful, but I genuinely think that's the most convincing animated face I've ever seen. I thought it was just some random woman being posted in response to stuff for ages.

When she lurches forward it's like her soul is trying to eat your face.

There's absolutely nothing like that in those Last of Us 2 videos/gifs.

Oblomov Boblomov wrote:I remember playing through one of the female character's campaigns in Tekken 2 just so I could desperately try and fit in a wank for the ending video

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