Funny thing - they are going to use the unreal engine, because - as you say - it get's better and cheaper results than they now do. Check this: ruclips.net/video/bErPsq5kPzE/видео.html
I think one thing that sets this apart from a lot of games we see, is actually the camera movement. It's very realistic (using minor shakes), which helps give it a sense as if it was actually being operated by a human being, unlike those unrealistic pans we see in games
Nah man, I follow his work and chatted with him. Pretty sure. All made in Unreal Engine :) Although it probably won't be a "classical game" from what it seems. More a "look at the world" type of deal. But idk maybe I got it wrong.
oh ok thats crazy. but im assuming you´ll need a 2k+ pc to play it at 60fps. actual games arent even going to look like that within the next 10 years tho
Skyy ツ Done the process myself and I think it's more work intensive to make, than it requires hardware to run. The first Star Wars Battlefront (not the one with the crappy microtransactions) used the same technique for large parts of the game world.
Dude! this is insane! i have tried to develop with unreal engine before but never gotten to this high of a quality assets wise, and graphics wise. Youre just awesome!
I LOVE your work on every aspect. I would love to see a short-movie from you using these techniques you're developing. Something like "Adam" made in Unity I'm sure you can do better. I think realtime is going to be next-gen kind of media-storytelling. Keep it up!!
oh my god.... i watched it on my 4k screen with 100%srgb color. This is incredible! one of the best shots is at 0:20. The microdetail on the leafes is on point. Great job man!
0:25 I found some leaves sharing the same textures so it is really rendered instead of real life capture.But I can't find any other flaws in the other two videos Rens uploaded. It's just too mind-blowing.
For all of you, youtube takes time to render the higher quality of the video. Check back in 30 minutes and you should have it, don't blame it on him that you are so early.
I am from Brazil a community about High-end Hardware and I appreciate your work, spectacular. Continue on this project and what you need support from a Brazilian base fan is just count on us. We will be supporting you, I am modder of GTA IV and I know how it is work to change textures, graphics. Excellent job
Well then you won't have to wait much longer, Rense is making a game with this level of quality, with AI, game mechanics, story, and what not. And his GPU target is the upcoming Volta GPU's. And Volta will most likely launch in Q2.
Two things I'm really missing here; subsurface scattering on the vegetation, and realistic blur. You can see hard edges where there's supposed to be blur, which kills the illusion. The shot at 0:44 genuinely had me fooled, though. We're getting really, really close.
INSANE. Seriously the most realistic realtime graphics I have ever seen. Are you eventually planning to get your method and assets you have crafted out to other creators? I'm sure so many game developers, movie makers, etc, would pay a great deal to use such a realistic realtime system/assets. Especially your capture method and lighting rig you describe on your website. I'm sure so many environment artists would love to have a rig + automated system like yours for capturing textures of various natural objects. It is so cool what you are doing! Amazing work and art.
How many polys do you think is in this environment.. Only reason I'm asking is because I'm researching poly performances on a cards like a 1080ti. @Art by Rens you can answer too.
Absolutely amazing! The only short moment where I recognized that it wasn't actually real, was at 0:32 because of the somehow odd looking blurred out leaves in the lower part of the image. Looking forward to see this in a game someday :)
thats pretty amazing, the only thing stuck out to me really was the odd motion of the foliage, i wonder if you used pivot motion, or just the wind node.
Glad to see that the way people do foliage in games is still basically the same technique employed in Ocarina of Time but just much higher resolution now
Do you think photogrammetry could be automated in the future? It seems like a fairly laborious process. Let's say it's 5 years from now and in theory the average person has a GPU with 32GB of VRAM, and they can render entire forest exteriors that look like this. I guess what I am asking is, does the element of human labor plateau how far we can go to create photoreal graphics?
New methods of algorithms, such as the ones used for this demo are already available through programs such as Substance Designer, by Allegorithmic*. These however are limited to generating certain textures such as normals, albedo, etc. Researchers with NVIDIA** and various universities are in the works making seamless, deep learning driven programs*** that can generate materials from photos alone. In short, simulating real world objects is going to get a hell of a lot easier, but putting those assets together in a cohesive way will likely remain an art-form for many years. *www.allegorithmic.com/products/substance-designer **developer.nvidia.com/gwmt ***deep-shading-datasets.mpi-inf.mpg.de/ P.S. Sorry for the wall of text.
Rendering wonderful and magical forests in real-time with 32 GB of VRAM in five years is possible, but if we want to add characters to it to create a game or a living VR space out of it, it would require five more years to be done in such quality. *So my guess is that will have it relatively accessible by 2030,* and fully mainstream by 2035 (the reason why I am not citing super optimistic terms is that the speed of advance in the power of microelectronics has dramatically slowed down versus how fast it was ten-twenty years ago).
Bear with me here. In the past most graphics assets have been use-once-then-throw-away, because we're constantly getting better and better resolution models. Once you achieve photorealistic parity, there's no real need to go further. So instead of making the same tree a thousand times over the course of gaming history, you do the tree one time, and you're done. Now you make other trees. Or other rocks. We will reach a point where there's a huge library of photorealistic models of everything conceivable. Hopefully someone finds a good way to make them all available through a licensing model.
Next time, accelerate the swaying of the leaves, because the shadows are moving as if time were passing quickly, but the leaves are moving as if time wasn't moving as quickly. In other words, sun is moving in a time-lapse fashion, whereas the leaves are not
The lens blur and the subsurface scattering aren't quite there yet in comparison to rl but the visuals are dam close to eg a red in terms of color rendition and detail. One of the best visual graphics online, especially for real time.
My guess is that anything that isn't directly in focus doesn't get rendered to nearly the quality of the items in focus. That's why the focus never changes and the camera moves at such a slow pace. You can actually see a few times that stuff on the edge looks 240p. This is still really, really impressive though.
To be honest the only thing that bugs me still is the blur effect at 0:50 at the leaves. If the contours of the leave and not just the details on the leave were blurry I would have a hard time telling the difference between it and RL. But this is bitching at very very high niveau.
I think technically games are looking as photorealistic and awesome as it can get (sure there will always be something slightly more cool), but there is still something that even not the most perfect SFX can achieve: Emotional Depths. Now that we have the bling we need the heart, so i urge gamedevelopers to emphasize on good storys and characters. And i hope videogames will finally be accepted as art as movies are.
Im curious when consumer hardware can run this. UE5 might have an even better performance and runs even on the ps5 well. Photorealistic games arent that far away
So true. In 0:40 you can really see the problem all bokeh techniques have when trying to render close up blurs... We've been needing innovation on that aspect for years
There is no technology that can run this yet. This is rendered for hours, maybe days, maybe moths/years on renderfarms. I myself had a single frame scene that took half a month of cumulative time on renderfarm.
Its to perfect in some parts. Nature has more flaws, more brown leafs, etc. But other than that this is just fucking incredible, like wtf I want to know where this leads us.
This is too real,so real that my mom doesn't even believe this
Holy cow man, how are you getting better CG than hollywood?
Funny thing - they are going to use the unreal engine, because - as you say - it get's better and cheaper results than they now do.
Check this: ruclips.net/video/bErPsq5kPzE/видео.html
Static objects with just moving camera and shadows
photogrammetry of real objects
I think one thing that sets this apart from a lot of games we see, is actually the camera movement. It's very realistic (using minor shakes), which helps give it a sense as if it was actually being operated by a human being, unlike those unrealistic pans we see in games
NASA called; they want their supercomputer back
Dude, two 1080s will probably do this for you any time.
Ah, alright then. I did not know that! Thanks for the info!
@@jakubkrajcovic9350 KK, mate.
You did not disappoint - this is looking soo good! Can't wait to fool around with the photo mode ingame or whatever it'll be.
tinyruin bruh its not gonna be a game
Nah man, I follow his work and chatted with him. Pretty sure. All made in Unreal Engine :) Although it probably won't be a "classical game" from what it seems. More a "look at the world" type of deal. But idk maybe I got it wrong.
He writes on his site "A playable experience showcasing that developing high end 4K graphics is the future.".
oh ok thats crazy. but im assuming you´ll need a 2k+ pc to play it at 60fps. actual games arent even going to look like that within the next 10 years tho
Skyy ツ Done the process myself and I think it's more work intensive to make, than it requires hardware to run. The first Star Wars Battlefront (not the one with the crappy microtransactions) used the same technique for large parts of the game world.
Dude! this is insane! i have tried to develop with unreal engine before but never gotten to this high of a quality assets wise, and graphics wise.
Youre just awesome!
these are probably megascans! still mind blowing though!
This is the most impressive graphics I have ever seen! Great work!
Holy crap. So many details. Very well done, Rens!!
I LOVE your work on every aspect. I would love to see a short-movie from you using these techniques you're developing. Something like "Adam" made in Unity I'm sure you can do better. I think realtime is going to be next-gen kind of media-storytelling.
Keep it up!!
oh my god.... i watched it on my 4k screen with 100%srgb color. This is incredible! one of the best shots is at 0:20. The microdetail on the leafes is on point. Great job man!
0:25 I found some leaves sharing the same textures so it is really rendered instead of real life capture.But I can't find any other flaws in the other two videos Rens uploaded. It's just too mind-blowing.
For all of you, youtube takes time to render the higher quality of the video. Check back in 30 minutes and you should have it, don't blame it on him that you are so early.
3 seconds it took. you must have a shitty ISP
XD Some people
Jakob Axén Johansson That makes way more sense
I am from Brazil a community about High-end Hardware and I appreciate your work, spectacular. Continue on this project and what you need support from a Brazilian base fan is just count on us. We will be supporting you, I am modder of GTA IV and I know how it is work to change textures, graphics. Excellent job
Imagine fully immersive VR with imagery like this! Yes please! Congratz on Your GamerRanx rank of number 1!
Such clarity is unbelievable
Wow fantastic!
When the background blurrs more realistic it's perfect :)
Stunning detail at this one leave sequence
Who can dislike this beauty?
Misclicks and console fanboys
Console peasants
Unity devs
atheists
33booyaka33 XD
This is such an eye candy. But I have some weird feeling when looking at those leaves, maybe because of the lacks of subsurface scattering?
It's so real, that it looks unreal!
Its fucking awesome
this is so beautiful i almost cried
the gaming future in front of my eyes.
We're almost there. Unreal Engine 5 will make this detail grade a reality soon!
What do you mean? You already in it 😂
I cannot believe this is cgi..... that is the biggest compliment I can give you!
Absolutely stunning! Highly detailed assets, very organic composition. Thank you for sharing your work!
wow these all shots looks 100% Real good job man.
Wow! Can't wait for hardware to be powerful enough to render this quality in gameplay
Well then you won't have to wait much longer, Rense is making a game with this level of quality, with AI, game mechanics, story, and what not. And his GPU target is the upcoming Volta GPU's. And Volta will most likely launch in Q2.
This is unbelievable.
Only the leaves in front of the sun in 0:07 looked bit off. Rest would fool me.
Very nicely done, superb!
Love your work Rens.
We are looking for more. We don't hear from you in a while. What are you up to?
Great work as always Rens! Very inspiring.
Two things I'm really missing here; subsurface scattering on the vegetation, and realistic blur. You can see hard edges where there's supposed to be blur, which kills the illusion. The shot at 0:44 genuinely had me fooled, though. We're getting really, really close.
Looks like Washington state. Ferns everywhere. Amazingly beautiful work
INSANE. Seriously the most realistic realtime graphics I have ever seen. Are you eventually planning to get your method and assets you have crafted out to other creators? I'm sure so many game developers, movie makers, etc, would pay a great deal to use such a realistic realtime system/assets. Especially your capture method and lighting rig you describe on your website. I'm sure so many environment artists would love to have a rig + automated system like yours for capturing textures of various natural objects. It is so cool what you are doing! Amazing work and art.
How many polys do you think is in this environment.. Only reason I'm asking is because I'm researching poly performances on a cards like a 1080ti. @Art by Rens you can answer too.
I'm pretty sure most of these assets are from megascans. You can get them at megascans.se
No. The assets are not from Megascans. Art by Rens made them.
"All content shown is created by me. I do not buy or use content from other sources or artists."
- His website
He has some of the assets he made here.
gumroad.com/rens
This is the gallery of the rest of his work.
overview.artbyrens.com/
I mean this is... WOW... im speechless.
imagine your self walking on that forest through Virtual reality in 4k.
Tech is not really there yet, but almost!
Welcome to the Oasis...
UNREAL for sure!
Absolutely amazing! The only short moment where I recognized that it wasn't actually real, was at 0:32 because of the somehow odd looking blurred out leaves in the lower part of the image. Looking forward to see this in a game someday :)
literallly stood up to applaud.
WoW extrem good work !
thats pretty amazing, the only thing stuck out to me really was the odd motion of the foliage, i wonder if you used pivot motion, or just the wind node.
Now imagine a Pikmin 4 open world game in this
This made me happy and sad at the same time... Happy for what could be, sad for what will not be.
I want an ant simulator
Enough to blow your pc 😂
Glad to see that the way people do foliage in games is still basically the same technique employed in Ocarina of Time but just much higher resolution now
WOW. That's astonishing.
Quixel Megascans are just insane!
One day not to far in the future this is going to be playable and maybe even in VR. Thats just mindblowing!
Do you think photogrammetry could be automated in the future? It seems like a fairly laborious process. Let's say it's 5 years from now and in theory the average person has a GPU with 32GB of VRAM, and they can render entire forest exteriors that look like this. I guess what I am asking is, does the element of human labor plateau how far we can go to create photoreal graphics?
New methods of algorithms, such as the ones used for this demo are already available through programs such as Substance Designer, by Allegorithmic*. These however are limited to generating certain textures such as normals, albedo, etc. Researchers with NVIDIA** and various universities are in the works making seamless, deep learning driven programs*** that can generate materials from photos alone. In short, simulating real world objects is going to get a hell of a lot easier, but putting those assets together in a cohesive way will likely remain an art-form for many years.
*www.allegorithmic.com/products/substance-designer
**developer.nvidia.com/gwmt
***deep-shading-datasets.mpi-inf.mpg.de/
P.S.
Sorry for the wall of text.
Rendering wonderful and magical forests in real-time with 32 GB of VRAM in five years is possible, but if we want to add characters to it to create a game or a living VR space out of it, it would require five more years to be done in such quality. *So my guess is that will have it relatively accessible by 2030,* and fully mainstream by 2035 (the reason why I am not citing super optimistic terms is that the speed of advance in the power of microelectronics has dramatically slowed down versus how fast it was ten-twenty years ago).
You will be surprised what we are going to achieve with AI and how fast it will go from now on, we are about to enter a new age in human history.
Bear with me here.
In the past most graphics assets have been use-once-then-throw-away, because we're constantly getting better and better resolution models.
Once you achieve photorealistic parity, there's no real need to go further. So instead of making the same tree a thousand times over the course of gaming history, you do the tree one time, and you're done. Now you make other trees. Or other rocks. We will reach a point where there's a huge library of photorealistic models of everything conceivable. Hopefully someone finds a good way to make them all available through a licensing model.
Currently it is not possible for video game graphics to look this good in on open world game
You should have added leaf fluttering and then I wouldn’t believe that’s CG. But this is incredibly high-quality work, you are well done
Absolutely amazing!!
Just watched it again in 4K and oh my goodness!
Just awesome.
Yesterday I had a walk in this forest
Next time, accelerate the swaying of the leaves, because the shadows are moving as if time were passing quickly, but the leaves are moving as if time wasn't moving as quickly. In other words, sun is moving in a time-lapse fashion, whereas the leaves are not
Amazing. Great work!
If this was an ad for unreal engine I would be sold.
The best engine is the one outside. No amount virtual trickery can beat that.
it looks better than real life
I really dunno how to abuse the like button more... that is just pure perfection.
The lens blur and the subsurface scattering aren't quite there yet in comparison to rl but the visuals are dam close to eg a red in terms of color rendition and detail. One of the best visual graphics online, especially for real time.
It's so pretty, I almost cried
My guess is that anything that isn't directly in focus doesn't get rendered to nearly the quality of the items in focus. That's why the focus never changes and the camera moves at such a slow pace. You can actually see a few times that stuff on the edge looks 240p. This is still really, really impressive though.
Amazing. Fantastic work, keep it up please... Keeping my eyes peeled for the forest demo. :)
For untrained eye this looks real!
Amazing
this video is definitly mind blowing
Fantastic work Rens!
Amazing as Allways
absolutely crazy
Amazing quality, super sharp and crips and clean
This is just SO incredible. 😫
Give me a vr headset and this project, and you'll never hear from me for at least a year.
I'm curious about the end file size of a scene like this using mega scans
Я слезу пустил, это прекрасно
Are you kidding me ?! :O
To be honest the only thing that bugs me still is the blur effect at 0:50 at the leaves. If the contours of the leave and not just the details on the leave were blurry I would have a hard time telling the difference between it and RL. But this is bitching at very very high niveau.
This is some uncanny valley level right here, I can feel something is off but I can't put my finger on it.
The thing that throws most realtime demos off for me is the jittering shadows. It's still absolutely awesome though, no question.
Those shadow bugs can be fixed, not all engines have that problem.
Stunningly beautiful digital art
I've watched this 5 years ago.
Image what can be done now with UE 5.3.
Just imagine that this is what VR graphics will probably look like in about 20-30 years :o
1:07 there are some shadows flickering
I think technically games are looking as photorealistic and awesome as it can get (sure there will always be something slightly more cool), but there is still something that even not the most perfect SFX can achieve: Emotional Depths. Now that we have the bling we need the heart, so i urge gamedevelopers to emphasize on good storys and characters. And i hope videogames will finally be accepted as art as movies are.
That looks so good...
Im curious when consumer hardware can run this. UE5 might have an even better performance and runs even on the ps5 well. Photorealistic games arent that far away
Im really hyped for this, I really want to true it in my PC
DoF works sometimes against fidelity, like a step behind illumination and textures in quality.
So true. In 0:40 you can really see the problem all bokeh techniques have when trying to render close up blurs... We've been needing innovation on that aspect for years
also shadows are still way too low res, jitter around the edges
thats the most realistic slug-looking slug ive ever seen
Breathtaking!
That feeling when you want to be IN the game because it looks better than real life ...
looks great but can it render Tetris?
I don't think so
Tetris os complicated...
What about this Tetris comments as soon as something cool shows up, just leave it
So original.
even better, it renders ET on Atari at 1/4 resolution!
Wow, I love the camera quality!!
What gpu needed to run this at 60 fps 1080p?
There is no technology that can run this yet. This is rendered for hours, maybe days, maybe moths/years on renderfarms. I myself had a single frame scene that took half a month of cumulative time on renderfarm.
@@benedictsforester7045 You do know this is "real time" right?
@@LewisMR2 hard to believe that it actually is.... there has to be a catch
2 years and still impressive now we got the UnrealEngine5
What Forrest is this? It's so beautiful
;b
Great job man!
Its to perfect in some parts. Nature has more flaws, more brown leafs, etc. But other than that this is just fucking incredible, like wtf I want to know where this leads us.
Are there soon any updates of that great piece of PC Render Art?
Amazing job man , loved everything
come on someone hire this guy
Wow beautiful creation. You are awesome ❤️
Neat
0:20 it would be great if you could "pull focus" from the foreground to the background tree