Even if the non-interactivity of pre-rendered video weren’t an issue, games as a category can’t afford to pre-render more than the occasional cutscene here or there: a typical modern game is much longer than a typical modern movie—typically by at least one order of magnitude, i.e. 15 to 20 hours of gameplay, and the storyline often branches as well. In terms of dollars grossed per hours rendered, games simply can’t afford to keep up. Thus, the rise of real-time hardware 3D rendering in both PC gaming and console gaming.
Rendering is not the problem. I would say that the uncanny valley has already been passed for static images rendered in real time by current 3D hardware (this NVIDIA demo from 2007 gets pretty close). The challenge for video games to cross the uncanny valley is now mostly in the realm of animation. Video game cutscenes rendered in real time will probably cross the uncanny valley with precanned animations in the next console generation but doing so for procedural animations is very much an unsolved problem.
(I’m a graphics programmer in the video games industry so I’m fairly familiar with the current state of the art).
I wasn’t even considering the possibility of static images in video games, because static images aren’t generally considered to count in modern video games. The world doesn’t want another Myst game, and I can only imagine one other instance in a game where photorealistic, non-uncanny static images constitute the bulk of the gameplay: some sort of a dialog tree / disguised puzzle game where one or more still characters’ faces changed in reaction to your dialog choices (i.e. something along the lines of a Japanese-style dating sim).
By ‘static images rendered in real time’ I meant static images (characters not animated) rendered in real time (all 3D rendering occurring at 30+ fps). Myst consisted of pre-rendered images which is quite different.
It is possible to render 3D images of humans in real time on current consumer level 3D hardware that has moved beyond the uncanny valley when viewed as a static screenshot (from a real time rendered sequence) or as a Matrix style static scene / dynamic camera bullet time effect. The uncanny valley has not yet been bridged for procedurally animated humans. The problem is no longer in the rendering but in the procedural animation of human motion.
The obvious answer would be “offline rendering”.
Even if the non-interactivity of pre-rendered video weren’t an issue, games as a category can’t afford to pre-render more than the occasional cutscene here or there: a typical modern game is much longer than a typical modern movie—typically by at least one order of magnitude, i.e. 15 to 20 hours of gameplay, and the storyline often branches as well. In terms of dollars grossed per hours rendered, games simply can’t afford to keep up. Thus, the rise of real-time hardware 3D rendering in both PC gaming and console gaming.
Rendering is not the problem. I would say that the uncanny valley has already been passed for static images rendered in real time by current 3D hardware (this NVIDIA demo from 2007 gets pretty close). The challenge for video games to cross the uncanny valley is now mostly in the realm of animation. Video game cutscenes rendered in real time will probably cross the uncanny valley with precanned animations in the next console generation but doing so for procedural animations is very much an unsolved problem.
(I’m a graphics programmer in the video games industry so I’m fairly familiar with the current state of the art).
I wasn’t even considering the possibility of static images in video games, because static images aren’t generally considered to count in modern video games. The world doesn’t want another Myst game, and I can only imagine one other instance in a game where photorealistic, non-uncanny static images constitute the bulk of the gameplay: some sort of a dialog tree / disguised puzzle game where one or more still characters’ faces changed in reaction to your dialog choices (i.e. something along the lines of a Japanese-style dating sim).
By ‘static images rendered in real time’ I meant static images (characters not animated) rendered in real time (all 3D rendering occurring at 30+ fps). Myst consisted of pre-rendered images which is quite different.
It is possible to render 3D images of humans in real time on current consumer level 3D hardware that has moved beyond the uncanny valley when viewed as a static screenshot (from a real time rendered sequence) or as a Matrix style static scene / dynamic camera bullet time effect. The uncanny valley has not yet been bridged for procedurally animated humans. The problem is no longer in the rendering but in the procedural animation of human motion.