An interesting postulate, although the author forgets that there is a BIG difference in quality between the pre-rendered cut-scenes, and the in-game engine.  One day, we'll have pre-rendered quality in the game engine, and THAT will be the last 1%.

一个有趣的假设,尽管作者忘记了预渲染过场动画与游戏引擎之间在质量上存在巨大差异。 有一天,我们将在游戏引擎中预先渲染质量,这将是最后1%。

The screwiest part of this phenomenon is that game designers pride themselves on the quality of their sepulchral human characters. It's part of the malaise that currently affects game design, in which too many designers assume that crisper 3-D graphics will make a game better. That may be true when it comes to scenery, explosions, or fog. But with human faces and bodies, we're harder to fool. Neuroscientists argue that our brains have evolved specific mechanisms for face recognition, because being able to recognize something "wrong" in someone else's face has long been crucial to survival. If that's true, then game designers may never be able to capture that last 1 percent of realism. The more they plug away at it—the more high-resolution their human characters become—the deeper they'll trudge into the Uncanny Valley.

这种现象最棘手的部分是,游戏设计师为自己的坟墓人物形象感到自豪。 这是当前影响游戏设计的不适的一部分,其中太多的设计师认为更清晰的3D图形将使游戏更好。 当涉及到风景,爆炸或雾气时,可能是正确的。 但是,用人的脸和身体,我们更难愚弄。 神经科学家认为,我们的大脑已经发展了用于面部识别的特定机制,因为能够识别他人面部中的“错误”对长期生存至关重要。 如果这是真的,那么游戏设计师可能永远无法捕捉到现实主义的最后1%。 他们插入的次数越多,人类角色的分辨率就越高,他们越会深入Uncanny谷

翻译自: https://www.hanselman.com/blog/3d-graphics-may-never-achieve-human-realism-the-masahiro-mori-uncanny-valley

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