Brooks wrote:
Facewon wrote:That's a bit nuts. I assume VR and the rig required is gonna be pretty wild. I also assume the blurring of faces is to skip over the uncanny valley issues.
Is it really just a hero cop sim though? Because if so, no thanks.Minnesänger wrote:Yeah, been keeping an eye on that one, very impressive stuff.Brooks wrote:
JonB wrote:Is it really just a hero cop sim though? Because if so, no thanks.Minnesänger wrote:Yeah, been keeping an eye on that one, very impressive stuff.Brooks wrote:
Minnesänger wrote:Facewon wrote:That's a bit nuts. I assume VR and the rig required is gonna be pretty wild. I also assume the blurring of faces is to skip over the uncanny valley issues.
It's not VR - it's using a fisheye lens to mimic a bodycam, with the associated body shake. But yes, there's a lot of smoke and mirrors there to produce these visuals (and i don't mean that as a criticism). Games are basically Big Lies in how they're constructed and it's all about being smart and finding the right fudges.
The use of an intentional lens camera view - the slight grain, the distortion allowed, the shake - means that a lot of things that would normally stick out get covered over - the texture work is good, sure, but it's still recognisable videogame textures...until you add grain and shake and your brain fills in the gaps, especially once you add in more "human" reload animations from this perspective, rather than a floating gun, something you can do because the game is a tactical shooter.
Yes, the blurred faces also helps remove any issues when it comes to that too, as that is something that would stick out.
They're making really good use of UE5 features (especially in lighting) which adds so much believability to a scene, and the game is in early dev where they've only really shown off those kinda abandoned concrete kinda environs which, again, aren't super hard to make look super real, especially once you got some quixel megascan stuff and the like in there.
Basically - it will look good, but it's also a small group of people being very smart about how it is all put together.
Paul the sparky wrote:I don't know how it's controlled? Like, the gun looks to be aiming separately to where the head is looking, so how are you doing that without VR? And the leaning out from cover seems more fluid and natural compared to something like R6 or PUBG lean toggle. Bit fishy if you ask me
Paul the sparky wrote:Just gives off a whiff that it's not a guy actually playing it, but a vertical slice animation of what they're trying to do with the end product.
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