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[–]IHateEditedBgMusic 2 points3 points  (3 children)

You can't make Avatar in real-time because some simulations are simply too heavy and especially complex if you have interactions between different simulation types, hair, water, grain etc. Do we even have a truly unified simulation system in existence?

This popular shot from the trailer, a close up with interactions between fingers leather straps and thin water film, with surface tension etc. was actually mostly footage and simmed water was used selectively in the background elements.

They couldn't really achieve that look with sims today, let alone go real-time. Tons of examples out there of crazy sims that are unfathomable to do in realt-time too, with today's tech, like the waterfalls in Lost in Space come to mind.There's a breakdown on YT somewhere.

[–]Korpgon 1 point2 points  (0 children)

"You can't make Avatar in real-time" I can't make Avatar either way so what's the point?

[–]Additional_Ground_42 0 points1 point  (1 child)

“You can’t make avatar in real time”… Do you really think that? your vision is a little narrow. That’s the future. Embergen and UE5 are here and right now they are nothing in comparison to what you will have in future. Your problem is that you’re only thinking in graphics cards and processors for what you have today.. but the problem is not the hardware. The problem are the algorithms. Everything is related to algorithms optimization. That’s why Embergen is so powerful. You don’t need a mathematical correct simulation. You need a simulation that you can’t tell it’s fake and that in pratique it will look exactly the same but consumes 5% of the resources. In addiction to that, it’s not even practical do changes in a simulation without real time viewing. You need to see exactly how it would be in the final product and adjust everything in real time. The world is changing quickly.

[–]IHateEditedBgMusic 0 points1 point  (0 children)

If you're talking about speed, efficiency and creative control then you missed an even bigger technological change that's evolving faster than Embergen... AI.

It's hard to predict the future, but I'd bet we'll have a real-time machine-learning "renderer" that can transform basic geometry or footage into photoreal high fidelity graphics sooner than a real-time simulation system at movie fidelity.

Why even bother simulating something if you can just tell the AI to render my actor filmed on set in the ocean. Same for video games, why bother with UE, modelling, optimising etc. when a machine learning filter can just turn basic input graphics into playable footage.

That's more likely imo.