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That's what I was thinking. Some people are complaining about very subtle details not being quite right. But to me, what really stands out as video-game-y is the way the character and camera and other people move. It's hard to describe, but they just don't move like actual people do. Gotta watch some bodycam videos for comparison.

Don't get me wrong, the visual clarity is a great achievement. But if they're gonna spend more effort on making it more convincingly real, that's a better target IMO than reflections and wave patterns.



For characters animations don't blend too well with each others as some things reset between postures, and the walking animation doesn't translate too well to crowded spaces as people would turn their bodies to maximize the distance between body and objects (up to a point), sometimes even opting to take a different path depending on people.

And the camera is very smooth, which filters out the little balance shifts we all do (even typing something here I notice the subtle changes to vision oscillating in complex patterns which head-bobbing would be a simplified first-order approach to).

I assume it's still very difficult to do all these things with current computing power, and in the case of the camera I'm not sure it will ever be possible for something interactive to feel quite perfect unless you switch to a VR headset and carry your own balance into it.


Regarding camera movement, not completely sure what would be required for a VR-like experience. But I can watch bodycam videos like https://youtu.be/0RGLSTXu7Ws?t=75 (police action, end of a high-speed chase) and never think that it seems artificial. The camera body movement is fairly subtle, but feels aligned with the way I expect the carriers' body to move.


Wow, looking at my computer screen felt like a static webcam view until you pointed this out and I noticed my head bobbing around every two seconds.


I'd be interested in hearing the perspective of a video game programmer, because from my own intuition as a layman, it sounds as though making realistic model movement is an order of magnitude harder than working on the environment alone.

At least, the fact that this game has familiar human movement tropes that resembles decade old games sounds like a testament to that.


Not exactly general motion, but the linked video is about fluid motion in games: https://news.ycombinator.com/item?id=31200393




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