fair don ’ triiodothyronine expect it to make you question your world — the eldritch valley is still alert and well .
I jacked into The Matrix Awakens today after watching our exclusive interview with Keanu Reeves and Carrie-Anne Moss — they play Neo and Trinity, I ’ molarity sure you know — and hearing breathless praise around its Game Awards introduction. At first, I was wowed by how realistic Keanu Reeves looks off the bat, but if you watch close ( in the demonstration or video recording atop this post ), you ’ ll see that the character models get less and less impressive as time goes on .
We go from a authentic doppelganger of Reeves that must have been at least partially real-life footage, to eldritch valley puppetry ( what automaton is wearing Keanu ’ second hide ? ) to cutscene-quality television game avatars, to last just fairly average television game characters roaming around a universe with no particular purpose. From a “ digital humans ” position, the illusion breaks reasonably flying.
It honestly reminds me a bit of the master Final Fantasy VII, where Cloud, Tifa, Barrett and Aerith might look quite different depending on whether you were playing a conflict, watching a cutscene, or traversing the universe — because even though developer Square could produce state-of-the-art graphics, there weren ’ thyroxine resources to give everything the same degree of polish .
But from a “ is it time for photorealistic video recording game cities ? ” position, The Matrix Awakens is seriously convincing. It ’ mho head-and-shoulders above the most photorealistic video game cities we ’ ve seen so far, including those in the Spider-Man, Grand Theft Auto and Watch Dogs series. Going back to look at videos of those games, even the most holocene ones that added real-time raytracing, their cities look game-like by comparison .
Despite glitches and an occasionally choppy framerate, The Matrix Awakens city feels more veridical, thanks to Unreal Engine ’ s incredible global illuminance and real-time raytracing ( “ The integral earth is lit by only the sun, flip and emissive materials on meshes, ” claims Epic ), the detail of the procedurally generate buildings, and how dense it all is in terms of cars and foot traffic .
And the most convincing part is that it ’ south not just a scripted sequence running in real-time on your PS5 or Xbox like practically every other technical school demonstration you ’ ve seen — you get to run, drive, and fly through it, manipulate the angle of the sun, flex on filters, and dive into a full photograph manner, adenine soon as the script and on-rails shooter parts of the demonstration are done.
not that there ’ s a lot to do in The Matrix Awakens except finding different ways to take in the view. You can ’ metric ton land on buildings, there ’ s no car chases except for the script one, no bullets to dodge. You can crash any one of the game ’ s 38,146 drivable cars into any of the other cars or walls, I guess. I did a crowd of that before I got bored, though, just taking in the earth. hera are some other impressive stats from the game from Epic ’ s press publish ( via Eurogamer and VentureBeat ) :
- The city is 4.138 km wide and 4.968 km long, slightly larger than the size of downtown Los Angeles
- The city surface is 15.79 km2
- The city perimeter is 14.519 km long
- There are 260 km of roads in the city
- There are 512 km of sidewalk in the city
- There are 1,248 intersections in the city
- There are 45,073 parked cars, of which 38,146 are drivable and destructible
- There are 17,000 simulated traffic vehicles on the road that are destructible
- 7,000 buildings
- 27,848 lamp posts on the street side only
- 12,422 sewer holes
- Almost 10 million unique and duplicated assets were created to make the city
- The entire world is lit by only the sun, sky and emissive materials on meshes. No light sources were placed for the tens of thousands of street lights and headlights. In night mode, nearly all lighting comes from the millions of emissive building windows
- 35,000 simulated MetaHuman pedestrians
- Average polygon count? 7000k buildings made of 1000s of assets and each asset could be up to millions of polygons so we have several billions of polygons to make up just the buildings of the city
Epic Games ’ cant is that Unreal Engine 5 developers can do this or better with its ready-made tools at their administration, and I can ’ thymine wait to see them try. not that photorealistic games are necessarily my favorites, but I ’ ll take all the concentration I can get.
It would surely be courteous to ultimately have a effective game based on The Matrix, excessively, hint-hint-wink-wink. If there ’ s a commodity handwriting, it certain sounds like Keanu and Carrie-Anne might be up for it !
Correction: The city would be 4.138 kilometer wide, not 4,138 km wide. Sorry for the misprint !