Yes, and the left and right foot sound different, as if he has a loose sole on one of the shoes and is nervously looking for a cobbler/shoemaker. My advice: take a walk in the city and sample your own footsteps.
@@ntstudio28 yeah totally the footsteps ruin it. Too rapid for the pace of movement, too loud, immersion breaking when the panning is 100% smooth, and the worst part is that they tried to make each step louder on one side than the other alternatingly. Nobody hears their left footfall noticeably louder in their left ear, and vice versa!
The graphics has become so good that it actually feels unnatural. Because some parts (like the graphics) feel real while other parts (lack of people, sound, elements) feel virtual. Something like an Uncanny Valley but for scenery. But stop my blabbering, this demo was obviously for demonstration of the graphics part of sceneries, and you made simply great job in that!
That's breathtaking! The only thing that immediately fell through was the water in the fountains. Snd over time, some other small things stood out. But it's incredibly impressive how far we've come! Thank you for sharing!
Amazing work, some improvement axis : - wind animation on leaves and flags - Distance fog (to blur things that are farer) - 2/3rd layer of rain fall (it seems just like a kinf of curtain of rain) - Colors a bit vivid (especially in shadow) - people sound in desert streets. - remove step sounds or listen to yours compared to the ambiant noise => put softer ones... and do not pan them !!!!!) PS : pavement and water puddles are amazing !!!
+1 also to add, we dont have those toktok especially in the center of the city (I'd remove both motorcycles and toktok) and a few modules like light pole are placed randomly. and lastly the birds dont fly when its raining
+ - No floods except fountain(and when you looking at it, you understand why) - Reflections is OK, but no more - Foliage... bad shadows, wrong coloring, no motion. I'd prefer to cut it out. - Shadows have problems with different angles like dishes on 16:57
As already pointed out by others, this is not Rome... Not because of scooter number, cleanliness or lack of crowd, but because the architecture is profoundly wrong. The assets reasonably resemble certain parts of Rome but they are combined in ways that make no sense. Balconies are not where they're supposed to be on the facades, street lamps are placed unreasonably, and the Pantheon-esque church-y building with open roof is a nonsensical abomination. Although the result is hauntingly pleasant, this is not Rome at all, it has nothing to do with the city. This is more like a backrooms Rome-like level
According to the product description, it's an asset pack built from actual scans of Rome... The reason why it looks like a "backrooms Rome-like level" is because it's literally just a demo level from an asset pack. Every asset pack usually comes with a demo level. Demo levels in asset packs aren't meant to be high art pieces and are mostly just there to demo the assets included in the asset pack, intended for the buyer to use to create their own environments. It's like a bunch of people standing around a product display at the department store and critiquing it like they're in a museum. But this asset pack offered its demo level as a standalone executable for free as a preview to potential buyers to see what they're getting. So of course "good graphics" TH-cam channels will take the opportunity to create content with it like it's an Unreal Engine tech demo.
The camera could have been free flying into the world like a pov drone and avoided the foot steps, this would have been 10X better, amazing visuals, kudos.
I don't want to nitpick but some things that bugged me were: 1. The Pizza sign pop in 2. The ripples in the puddles popping in 3. The lack of variation in the footsteps-some soft splash sounds would be nice when walking through puddles 4. The uniformity of the Vespas/mopeds->feel like at least one could've been covered with a tarp or something to protect from the weather 5. Would love some variation in the sound of the rain dependent on the material it's hitting i.e. the seats, puddles, concrete/road
Re to 4.) The Vespa's and tricycles breath the '60 era, during those years there was hardly a need to cover them thanks to the soft climate. If the intended era was indeed '60 than the square parasols didn't exist yet.
I'm Italian, and here you can breath perfectly the Rome atmosfhere, but they had tooks some freedom interpretetions of many things, Bernini fontain for example. and not everything is on right place. Good Job anyway. 👏👏
Am i right to state that the Vespa's and tricycles breathe the '60 era? We visited Italy during those years. If the intended era here was indeed '60 than the square parasols didn't exist yet, right?
@@Tubemanjac lamp posts, street signs, even the bins are modern in this demo, imagine if this was accurate. but yes, the vespas are from the 60s the tricicle are called Ape, we call them Apetta
When people tell me that we have reached peak graphics in games, I look at videos like this, and games like Unrecord, and that Cyberpunk 2077 ultra realistic mod...and I say...nope, not yet!
The raindrops falling into the puddles are unconvincing; the ripples are in slow motion. Also, the water in the fountain doesn't look like water in real life. Everything else is superb, apart from the invisible people I can hear.
Looks great, but probably very static I'd guess? I think the key factor to really realistic and immersive worlds is three things: - dynamics (in regards to physically being able to interact with the world but also characters being able to dynamically behave. This might become a thing if AI is included to make characters talk and generate voice lines spontaneously and dynamically with regards to what's happening in the world) - proper clipping/collision - and good particle physics (for stuff like cloth, liquids especially etc.)
If game interaction was life-like, that includes AI and things you can physically interact with, you wouldn't even care about the graphics, but obviously that part is harder to do than graphics. Also, in terms of visuals, you really want VR and HDR support and then you are inches away from it being indistinguishable from reality. You will only be missing the senses, that's obviously the holy grail of the whole thing.
Let's turn back time to the early 2000's, and then imagine how long a top-level Silicon Graphics machine would need to render this. It's awesome how far we've already come. But the sound has potential for improvement. Not only the super-unrealistic-repetitive footsteps are anoying, also the transitions are quite hard. And it's scary to hear sounds of people, cars and things without actually seeing them in the scene. Nevertheless amazing!
Early 2000s, there was no off-the-shelf solution to do this kind of fidelity on any computer, because whole scene would not fit on 1Gb ram together with operating system and rendering application. And we didn't have photogrammetry back then, just making models by hand use photograph textures. Would have been cheaper to rent Super 35 camera and walk in Rome with that.
Back in early 2000s we did not have milions off migrants in Europe so you could safely walk in night and record footage you want .I am now as tourist in Italy currently in Genova and this is not same Italy like 20 years ago .Yesterday i took train from Genova to Sanova and half off train was black men migrants with out tickets ,guy who sell tickets was alone and could not do nothing ,they just refused to pay and he could only walk away ,was scared to confront them bease there were 50 off them all young black men in full straight ,they even smoke in train
Exactly what I thought. I have a VR set (that I never use), but how cool would it be to see discover the world this way. "And now we go back 200 years (or whatever years) and do the whole walk again!"
Amazing, detailed high resolution textures, advanced shading and dynamic lighting, rtx, 4k, 8k etc. and yet the wheel is not a wheel but a conglomeration of lines. (you can clearly see this on the scooter)
Je lis les commentaires et je ne vois que des gens qui se plaignent vous vous rendez même pas compte le progrès des graphismes dans les jeux vidéos Et le travail effectué franchement bravo
Glorified tech demos is all it can do. You can't even implement it in modern games without problems.Current hardware still isn't powerful enough to process these kinds of graphics.
I have to get smooth frame rates out of 5. Choppy graphics, and the Avatar wanderers around in slow motion. 4.27 simply worked. 5? I don't get it. And, don't use it.
Hey! Nice result. Can you told how you made all the buildings? Is it photogrammetry? We are working on big digital twin project and the biggest question about good quality surround buildings are opened. Any advice? Thanks!
Absolutely stunning, can't wait to plays with such graphics. Is this the town Luca? I was there half a year ago! I bought an gelato at that gelateria at the square, yummy.
Amazing! Water needs a bit of work, and needs bouncing in your steps….but the quality is mind blowing! Adding in the sound captured around there is a pleasant experience! Now if VR just had this quality…
@@littlereislin_lv4673 agree. The detail is amazing but it’s all too perfect. The buttery smooth motion of the camera doesn’t help either. A real cameraman would have some shake and inconsistency.
We don´t see casted shadows because the sky is highly overcast, but agree on the rest, the lack of littering keeps away from the realism of the atmosphere, but nonetheless the graphics are amazing, which is the main purpose of the video.
What once took 5-6 days for a home computer in the late 80's early 90's for a single frame of this video is now pretty much real-time (on a although expensive home computer) is mind blowing...
I can imagine a GTA Rome. The player is a member of the mafia, driving an Italian car, listening to Italian songs, and roaming chaotically through the streets of Rome.
what kind of ultra realistic graphics are we talking about? All that is in the video is a careless use of high-poly models and lumen lighting. The rain is not finished, look at how the water surface behaves in reality when a drop falls on it, it is painful to look at, the water in the fountains is disgusting, it was possible to at least simulate it a little more realistically, but it just falls through the models, and the author also emphasizes this, if at first the puddles looked correct, then after the rain stopped, the reflection in the puddles suddenly broke, a 20-minute tour of a generated city where the models "stick out" from the ground, decals have been used for a century, but even they are not here, I keep saying that the title of the video does not match the content of the video
I agree plus Not really that high in polygons . Buildings look flat near windows. The details around windows are, flat textures. Walls low poly with no corners for light to hit.
Why are they neglecting realistic movement? Not even a physics defying UFO moves that steady. I mean you already went 99% real, why not give it that extra inch to pull off the mirage.
Awesome work! Work on camera movements. If your chasing cinematic looks go for and 24 fps and slow camera moves. Its great for the processing and it looks great! Also, dont forget about motion blur ;)
While this looks stunning, some recent games that support path tracing are actually pretty much 90% of what this looks like. I'd imagine if this demo was more like a game environment with characters and stuff, 4090 would struggle. So we really need better hardware. In 2025, we will probably get to 95-99% territory of this.
Amazing visuals! great work! one point though : the visuals are not as though someone is actually walking through place.. it is more like a camera rig on rails shooting the location. To be more realistic there should be a little more movement in the video mimicking how humans actually see something when they are walking.
Awesome details and light. I just would add a very little bit more Depth of Field and a little bit more Ambient Occlusion. The walls of the lower floors are a touch too light for me with the black paving stones.
Moving water looks like it's always under high pressure even from a short fall, needs more laminar flow at the source before it breaks up in to streams of droplets. Rain needs improving too.
¿Para qué pones sonidos de gente, si no se ve un alma por las calles? Y esos tacones... Ni que estuviera corriendo una maratón! Incómodo de escuchar, pero las imágenes son brutales. Buen trabajo gráfico!!
Awesome visuals but the sound of footsteps is quite ridiculous...
Terrible! Ruins the immersion. It sounds like a little girl trying to walk in her mom's high-heeled shoes for the first time.
Agreed
Didn't you know, He's riding on a horse
@@whirlengine6476 a horse wearing clogs
@@saywhat9760 the demo is made to show the grafics possibility, not audio's possibility
The footsteps make it feel so counterstrike....
@@kasparflueck its sound unrelistic
Yes, and the left and right foot sound different, as if he has a loose sole on one of the shoes and is nervously looking for a cobbler/shoemaker. My advice: take a walk in the city and sample your own footsteps.
The footsteps keep going at the same pace even when the camera stops moving :D
in memory of cs_italy ;-)
@@sushi2504 ooooh that bring back memories. A couple of chickens would make this video perfect!!
The footsteps ruined it a bit.. lovely visuals!
I walk like that all the time. Don't judge🙏
@@Jesse-sf8qu u do not
@@ntstudio28 yeah totally the footsteps ruin it. Too rapid for the pace of movement, too loud, immersion breaking when the panning is 100% smooth, and the worst part is that they tried to make each step louder on one side than the other alternatingly. Nobody hears their left footfall noticeably louder in their left ear, and vice versa!
@@Jesse-sf8qu OP meant the footstep SOUNDS ruined it.
It's unnecessarily loud, especially when the rain would muffle it.
@@mnomadvfx Ye I walk like that. It's hard to be this annoying I know.
The cobblestone roads detailing is insane. Uneven ground, puddels, sewers. It looks absolutely accurate. In my opinion the greatest part of this demo.
That is not what the inside of the Pantheon looks like. At all.
Yes the variation in the stones is superb. Very well done, very realistic.
Maybe they scanned all this and imported them as assets into UE5?!
Cant wait to run this in 3 frames per second.
@@elsevillaart 3? I am jealous!
@@Andreas1976K ;D
maybe also 3 seconds per frame :D
Peasant
@@Andreas1976K 🤣
The graphics has become so good that it actually feels unnatural. Because some parts (like the graphics) feel real while other parts (lack of people, sound, elements) feel virtual. Something like an Uncanny Valley but for scenery. But stop my blabbering, this demo was obviously for demonstration of the graphics part of sceneries, and you made simply great job in that!
That's breathtaking! The only thing that immediately fell through was the water in the fountains. Snd over time, some other small things stood out. But it's incredibly impressive how far we've come! Thank you for sharing!
Amazing work, some improvement axis :
- wind animation on leaves and flags
- Distance fog (to blur things that are farer)
- 2/3rd layer of rain fall (it seems just like a kinf of curtain of rain)
- Colors a bit vivid (especially in shadow)
- people sound in desert streets.
- remove step sounds or listen to yours compared to the ambiant noise => put softer ones... and do not pan them !!!!!)
PS : pavement and water puddles are amazing !!!
+1 also to add, we dont have those toktok especially in the center of the city (I'd remove both motorcycles and toktok) and a few modules like light pole are placed randomly. and lastly the birds dont fly when its raining
+
- No floods except fountain(and when you looking at it, you understand why)
- Reflections is OK, but no more
- Foliage... bad shadows, wrong coloring, no motion. I'd prefer to cut it out.
- Shadows have problems with different angles like dishes on 16:57
Why not just enjoy ? I bet parties are a hoot.
Omg those footsteps !
Sounds more like a horse. 😂
@@LogiForce86 like a goat :)
dook dook dook dook dook dook
As already pointed out by others, this is not Rome... Not because of scooter number, cleanliness or lack of crowd, but because the architecture is profoundly wrong. The assets reasonably resemble certain parts of Rome but they are combined in ways that make no sense. Balconies are not where they're supposed to be on the facades, street lamps are placed unreasonably, and the Pantheon-esque church-y building with open roof is a nonsensical abomination. Although the result is hauntingly pleasant, this is not Rome at all, it has nothing to do with the city. This is more like a backrooms Rome-like level
good one
According to the product description, it's an asset pack built from actual scans of Rome... The reason why it looks like a "backrooms Rome-like level" is because it's literally just a demo level from an asset pack. Every asset pack usually comes with a demo level. Demo levels in asset packs aren't meant to be high art pieces and are mostly just there to demo the assets included in the asset pack, intended for the buyer to use to create their own environments. It's like a bunch of people standing around a product display at the department store and critiquing it like they're in a museum. But this asset pack offered its demo level as a standalone executable for free as a preview to potential buyers to see what they're getting. So of course "good graphics" TH-cam channels will take the opportunity to create content with it like it's an Unreal Engine tech demo.
Graphics budget: 300 000
Design budget 300
Sound budget 30
This is a demo of graphics fidelity. Not for city accuracy.
I thought this was laser scanned or something. But if its recreated in a game engine, then you are probably right.
The camera could have been free flying into the world like a pov drone and avoided the foot steps, this would have been 10X better, amazing visuals, kudos.
Or just without the step sound. Real walking tour videos often have intentionally very quiet walking sounds
I don't want to nitpick but some things that bugged me were:
1. The Pizza sign pop in
2. The ripples in the puddles popping in
3. The lack of variation in the footsteps-some soft splash sounds would be nice when walking through puddles
4. The uniformity of the Vespas/mopeds->feel like at least one could've been covered with a tarp or something to protect from the weather
5. Would love some variation in the sound of the rain dependent on the material it's hitting i.e. the seats, puddles, concrete/road
@@prestoneric6705 the texture used on wet building facades is repetitive...
@alessandron1360 I thought so too and also thought there could be some cracks on the buildings but I already had 5 things lol
and camera should swing a bit to the sides while walking
Re to 4.) The Vespa's and tricycles breath the '60 era, during those years there was hardly a need to cover them thanks to the soft climate. If the intended era was indeed '60 than the square parasols didn't exist yet.
There's also a lack of rain effect on most objects aside from buildings and the street. Rain on chalk menus for example.
I'm Italian, and here you can breath perfectly the Rome atmosfhere, but they had tooks some freedom interpretetions of many things, Bernini fontain for example. and not everything is on right place. Good Job anyway. 👏👏
Ok, well, you would know!
Am i right to state that the Vespa's and tricycles breathe the '60 era? We visited Italy during those years. If the intended era here was indeed '60 than the square parasols didn't exist yet, right?
@@Tubemanjac lamp posts, street signs, even the bins are modern in this demo, imagine if this was accurate. but yes, the vespas are from the 60s the tricicle are called Ape, we call them Apetta
@@Tubemanjac yes, vespas and ape are from '60 but still you can find alot of those around in the city 😀
@@neon7603 Is that so? Wow, how do they keep those classics running? 😳
water, camera movement and cleanliness is giving it away to be real, rest of it looks soooo real mate
When people tell me that we have reached peak graphics in games, I look at videos like this, and games like Unrecord, and that Cyberpunk 2077 ultra realistic mod...and I say...nope, not yet!
There is no peak. Until we can not distinguish from reality. I can still easily tell this is not real life.
But I get the feeling that we've started to climb out of "uncanny valley"
Maybe kids or elderly couldn't differentiate but not us
The peak is when genAI video gets perfected and you can apply a photorealistic filter on real time
And who are the fictional people you speak of?? It sounds like nonsense to me.
This is good stuff! I'm a 2D/3D artist myself and I know how much work has been put into creating all those high-resolution assets. Impressive work!
Gimme lessons :D
the camera travel gives away. and the rain too
The raindrops falling into the puddles are unconvincing; the ripples are in slow motion. Also, the water in the fountain doesn't look like water in real life. Everything else is superb, apart from the invisible people I can hear.
Looks great, but probably very static I'd guess? I think the key factor to really realistic and immersive worlds is three things:
- dynamics (in regards to physically being able to interact with the world but also characters being able to dynamically behave. This might become a thing if AI is included to make characters talk and generate voice lines spontaneously and dynamically with regards to what's happening in the world)
- proper clipping/collision
- and good particle physics (for stuff like cloth, liquids especially etc.)
If game interaction was life-like, that includes AI and things you can physically interact with, you wouldn't even care about the graphics, but obviously that part is harder to do than graphics. Also, in terms of visuals, you really want VR and HDR support and then you are inches away from it being indistinguishable from reality. You will only be missing the senses, that's obviously the holy grail of the whole thing.
Let's turn back time to the early 2000's, and then imagine how long a top-level Silicon Graphics machine would need to render this. It's awesome how far we've already come. But the sound has potential for improvement. Not only the super-unrealistic-repetitive footsteps are anoying, also the transitions are quite hard. And it's scary to hear sounds of people, cars and things without actually seeing them in the scene. Nevertheless amazing!
Early 2000s, there was no off-the-shelf solution to do this kind of fidelity on any computer, because whole scene would not fit on 1Gb ram together with operating system and rendering application. And we didn't have photogrammetry back then, just making models by hand use photograph textures.
Would have been cheaper to rent Super 35 camera and walk in Rome with that.
Back in early 2000s we did not have milions off migrants in Europe so you could safely walk in night and record footage you want .I am now as tourist in Italy currently in Genova and this is not same Italy like 20 years ago .Yesterday i took train from Genova to Sanova and half off train was black men migrants with out tickets ,guy who sell tickets was alone and could not do nothing ,they just refused to pay and he could only walk away ,was scared to confront them bease there were 50 off them all young black men in full straight ,they even smoke in train
I would pay quite a bit to get a VR experience like this.. just walking around looking at the buildings
Exactly what I thought. I have a VR set (that I never use), but how cool would it be to see discover the world this way. "And now we go back 200 years (or whatever years) and do the whole walk again!"
You can certainly do that with UEVR, a mod that brings in VR on Unreal Engine.
But there probably isn't a GPU that can run it decently yet.
@@alessiobrabus7990 Besides that, you would also need a very high resolution VR set. They exist, but it's still pretty expensive for a good setup.
You can go outside. The Raytracing is even better, not to mention the textures! You zoom in and there are sharp AF.
try out
Earth VR...
and
Wonderer
The footsteps make it sound like the hunchback of Notre Dame is walking through the town
Got me excited for a second, thought I was gonna see a toga fest with pagan temples 😂🤣😆
I miei complimenti, questo è un lavoro eccezionale. Una grafica che va oltre al reale. Bravi. 👏👏👏👏👏👏👏👏👏
Adding a crowd consisting of Metahumans would've probably caused slowdown..
...and pickpocketing!
This reality of this blew my mind. Its so Beautiful!
This is just completely insane! 😮
Amazing, detailed high resolution textures, advanced shading and dynamic lighting, rtx, 4k, 8k etc. and yet the wheel is not a wheel but a conglomeration of lines. (you can clearly see this on the scooter)
Awesome rendering. Although the dominance of Vespa scooters would totally give it away. :)
@@gugod if they substituted Vespa's with Honda SH 125's that would be an accurate representation of Rome today
Je lis les commentaires et je ne vois que des gens qui se plaignent vous vous rendez même pas compte le progrès des graphismes dans les jeux vidéos
Et le travail effectué franchement bravo
Hard to get excited for Unreal Engine 5 anymore because developers can't utilize it properly and you end up with stuttering.
Glorified tech demos is all it can do. You can't even implement it in modern games without problems.Current hardware still isn't powerful enough to process these kinds of graphics.
@@carleffique2687 Yeah they should stick with what works for current hardware.
I have to get smooth frame rates out of 5. Choppy graphics, and the Avatar wanderers around in slow motion. 4.27 simply worked. 5? I don't get it. And, don't use it.
never had any problem with kinda cheap rtx4070 16gb, older i9 and 50gb ram, even badly optimized indie stuff
Hey! Nice result. Can you told how you made all the buildings? Is it photogrammetry? We are working on big digital twin project and the biggest question about good quality surround buildings are opened. Any advice? Thanks!
The one thing that still has not changed is camera movements. Video game Tank controls. Visual Improve, animations don’t.
Absolutely stunning, can't wait to plays with such graphics.
Is this the town Luca? I was there half a year ago! I bought an gelato at that gelateria at the square, yummy.
Add in motion captured (VR headset captured) camera movement and it'd add 200% to this. Realism is just as much about movement as pixels.
Very nice! I like the appearance of what I have seen so far.
Footsteps and rain, breaks the immersion...
This is crazy, I've been there and it feels just like that. Its almost an exact recreation. They nailed it.
Real is not the same, videwogame real it is.
oh come on
All those wonderful, photo-realistic graphics but they couldn't add a half decent footstep sound effect 🤣🤦♂
@@rodzandz Maybe wearing clown shoes 🤡
Amazing! Water needs a bit of work, and needs bouncing in your steps….but the quality is mind blowing! Adding in the sound captured around there is a pleasant experience! Now if VR just had this quality…
Gotta do tap dance in every walk
Incredible!!
The graphics are very impressive, the only thing missing is VR.
not just the sounds, but camera movings too !!! and the rain have not good physic... but... yes the visual are incredible !
I don't know why, but look very unnatural. Too clean and shiny, and I don't see any shadows.
@@littlereislin_lv4673 agree. The detail is amazing but it’s all too perfect. The buttery smooth motion of the camera doesn’t help either. A real cameraman would have some shake and inconsistency.
We don´t see casted shadows because the sky is highly overcast, but agree on the rest, the lack of littering keeps away from the realism of the atmosphere, but nonetheless the graphics are amazing, which is the main purpose of the video.
20:03
That is incredible!
Cristo santo che impressione 😳
The graphics are UNREAL! Get it, unreal engine
Rome Suttering with style ...
It really isn't the case
What once took 5-6 days for a home computer in the late 80's early 90's for a single frame of this video is now pretty much real-time (on a although expensive home computer) is mind blowing...
welcome to Lambretta city!
Insane level of details! Very good!
Also those are Ireland flags at 6:34
Maybe they're over for a pre-season UEFA friendly?
Nice. It looks very detailed and realistic, except for the water and rain.
How hot got the 4090?
45-49 C. Same as everything else.
It’s 5.5 so not has hot as you think
Leuk om zien en ook leuk om al de fouten te vinden.
My graphics card caught fire just WATCHING this demo…
😁I love the footsteps!
I can imagine a GTA Rome. The player is a member of the mafia, driving an Italian car, listening to Italian songs, and roaming chaotically through the streets of Rome.
@@brazula8890 Это уже mafia 2
And eating ze pasta
That's wonderful! Great!
The constant nearby conversations and husr and bussle yet there isn't a single person! Takes away all sense of realism instantly!
@@kaseyhall7960 this is a demo. If they made a game there would be all that people there.
I have no words😮 It's incredible😮
Gameplay >>>>>>>>>>>>>> Visuals
As a Rome lover, this is both breathtaking and kind of heartbreaking-real-life tourism will never be the same. 😂
what kind of ultra realistic graphics are we talking about? All that is in the video is a careless use of high-poly models and lumen lighting. The rain is not finished, look at how the water surface behaves in reality when a drop falls on it, it is painful to look at, the water in the fountains is disgusting, it was possible to at least simulate it a little more realistically, but it just falls through the models, and the author also emphasizes this, if at first the puddles looked correct, then after the rain stopped, the reflection in the puddles suddenly broke, a 20-minute tour of a generated city where the models "stick out" from the ground, decals have been used for a century, but even they are not here, I keep saying that the title of the video does not match the content of the video
I agree plus Not really that high in polygons . Buildings look flat near windows. The details around windows are, flat textures. Walls low poly with no corners for light to hit.
Perfect no more need for vacations. Thats as real as I need to have it to go on vacation by playing Games
I hear people talking but i don't see anyone.
Amazing! you guys, are master programmers!
Why are they neglecting realistic movement? Not even a physics defying UFO moves that steady. I mean you already went 99% real, why not give it that extra inch to pull off the mirage.
Awesome work! Work on camera movements. If your chasing cinematic looks go for and 24 fps and slow camera moves. Its great for the processing and it looks great! Also, dont forget about motion blur ;)
it's the lighting and the textures that make it very believable
Shame we still arent seeing this in actual games
While this looks stunning, some recent games that support path tracing are actually pretty much 90% of what this looks like. I'd imagine if this demo was more like a game environment with characters and stuff, 4090 would struggle. So we really need better hardware. In 2025, we will probably get to 95-99% territory of this.
this graphic need rtx 4090 but in next 2 or 3 years this kind of games gonna come. probably starting with next gen consoles.
Which software u used it to upload the video to unreal engine? Plz reply must
WHERE IS EVERYBODY?????
4090 cant render anymore to keep it above 30fps.
Zombie apocalypse 🧟♂️
It’s less convincing when you watch on a big screen, for real time rendering it’s pretty impressive ❤
Too many copies of scooters, there are much less of them in real Italy nowadays
Cool! But why is there a drizzle of water 1 meter around the camera? Is that supposed to be rain?
Always those water reflections everywhere to justify ray tracing
Wow, it looks so real and immersive!
Looks like silent hill 2 remake
I had to do a double take! Impressive 👍
those great textures made 80% of the impression!
Is the rain an overlay or actual particles being rendered?
Decals will never beat phototexture
I can still easily recognize this is a render
I’m wondering how big is the project on disc on how big is the runtime build?
Can you upload the demo somewhere else? gdrive is not allowing us to download because it's been downloaded too many times.
Amazing visuals! great work! one point though : the visuals are not as though someone is actually walking through place.. it is more like a camera rig on rails shooting the location. To be more realistic there should be a little more movement in the video mimicking how humans actually see something when they are walking.
Awesome details and light. I just would add a very little bit more Depth of Field and a little bit more Ambient Occlusion. The walls of the lower floors are a touch too light for me with the black paving stones.
You need a far higher density of splashes in the puddles to match how much rain is falling. Some areas are flat like it's stopped raining.
Thank you, I had planned a trip to Rome but I cancelled after watching your video. I'm already satisfied.
no way but I can see someone feeling that way if we ever get true virtual reality like in Star Trek Holodeck
@@LeonardoPisano-sn2lp JK of course, lol
Nice work, a little bit of volumetric fog can help the rain to be better.
what aniti-aliasing method do you use?
I can totally imagine a "noir sytle" mystery game like this, even though I normally wouldn't play such games
Looks amazing! When are we going to get to see this in an actual game? And if there is one that exists, please tell me.
I wouldn't take the red pill if I would lived there in this simulation. 🙂
Man, you're good...!!!
Superb! What is the configuration of you pc?
Truly amazing!!
P.s. too many vespa, all of them the same old model.
Moving water looks like it's always under high pressure even from a short fall, needs more laminar flow at the source before it breaks up in to streams of droplets. Rain needs improving too.
¿Para qué pones sonidos de gente, si no se ve un alma por las calles? Y esos tacones... Ni que estuviera corriendo una maratón! Incómodo de escuchar, pero las imágenes son brutales. Buen trabajo gráfico!!