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timlod | 1 year ago
I think it depends on the type of game you have, but I wouldn't underestimate this type of technology for say, open world games where it might make the game more immersive due to convincing realism.
timlod | 1 year ago
I think it depends on the type of game you have, but I wouldn't underestimate this type of technology for say, open world games where it might make the game more immersive due to convincing realism.
digging|1 year ago
I think you misread my posts. We don't have awkward animations because our mocap isn't good enough, we have awkward animations because typical human motion looks awkward - our brains just mostly ignore that.
People are awkward; we don't actually want characters in games/movies/etc to be like real people. Very few movies, for example, would be well served by conversations frequently and for non-plot-related reasons being interrupted by loud noises, having people talk over each other and nonverbally try to figure out who gets to speak, having characters ask "What?" and then begin to reply without waiting for the answer because their brain caught up half a second later, etc.
timlod|1 year ago
But I don’t think I can agree with what you meant then - why would our brain mostly ignore it in real life but not in video games? Where is the transition from something feeling real (in an immersive way) to us not liking it because it feels awkward, and why does it happen? I’m imagining a “perfect simulation” game which is like real life in ways that matter/don’t get in your way in terms of gameplay - I think everyone would be awed (of course this can be argued though). What would need to degrade in terms of realism for it to seem awkward/not be immersive anymore?
I agree with the movie example, but in a game you don’t have to watch the mundane - it’s just background “noise” to make the world believable.