You honestly still believe that CIG is going to implement VR???
Considering people have already got it working with a hack it's hardly a giant leap. And if ED did it in 2014 it can be added in SC.
You honestly still believe that CIG is going to implement VR???
Considering people have already got it working with a hack it's hardly a giant leap. And if ED did it in 2014 it can be added in SC.
Snarfbuckle that's a great and useful list using average salaries.
You need to account for 100 days mocap costs at the most expensive mocap studio in the world, actor fees, third party studios (Ilfonic, the AI team, various art teams, external 3d modelers etc)
Also the money taken out in shares (listed at companieshouse)
Also the wages of the big 3
Also marketing costs, travel (the backers will never know), and hospitality.
See what you come up with.
The faceware feature won't work, because:
- a specific periphery is needed, at least a webcam, maybe even a special one (and some people will have to buy it only for this specific purpose)
- users have to invest time for configuration
- the user has to create a specific light setting for good results
- it adds more data and costs performance
- it doesn't look good, it doesn't look realistic, it seems to offer mostly a comedy effect which does not fit well into the serious, realistic world of Star Citizen
- it is not relevant to the core gameplay, it is a negligible feature in a space-shooter as close interaction between avatars won't play a big role in this type of game
I do have to disagree on some points
- Most games require some periphery and this one gives headtracking and facial motion capture without a headset required
- Investing time to configuration is required in ALL games unless we are talking about a nintendo platformer. Key configuration and graphic settings to name a few. Not to mention we have no idea how well this works out of the box.
- We do not know IF the user have to create a specific light setting (but i do not dispute the possibility). Im more wondering about WHERE the camera can be put since I use a 42" computer screen and the camera will most likely see the top of my nose and forehead...
- Add data and cost performance is a possibility, unless they fix he netcode, and we do not know how much data that would be.
- Their current version might look wonky but it's not finished.
- What core gameplay? Squadron 42? A group if actual online roleplayers? Your way of playing? It's too early to tell.
http://www.pcgamer.com/soemote-implants-your-facial-expressions-movement-and-voice-onto-your-eq2-avatar/ said:Robert Gehorsam: Within EverQuest 2, the Live Driver software essentially performs detailed measurements of the player's facial expression on every image captured from their webcam. Today's webcams typically operate at 30 frames per second. Our software tracks 64 points and makes around 100 expression measurements per frame, for over 5,000 measurements per second.
http://www.pcgamer.com/soemote-implants-your-facial-expressions-movement-and-voice-onto-your-eq2-avatar/ said:RG: Prior to Live Driver—the technology used in EQ2—our professional facial animation technology, Faceware... was used in more than 40 AAA gaming titles, including Red Dead Redemption, GTA IV, Assassin's Creed, Max Payne and more.
In respect to headtracking, sounds similar to the Tobii 4c.
The 4c :
- Requires no special lighting conditions, but I believe this is only because it emit its own IR via two IR LEDs
- For me the 4c headtracking aspect is great, with the exception of looking up, it seems to lose the ability to detect when my head tilts back
- The 4c attaches underneath the monitor, presumably because this is generally in a consistent position between users. On top of the monitor would vary due to monitor sizes
- 4c processing is done in hardware, the previous iteration, the Tobii EyeX did it in software, I can't remember the overhead though clearly the EyeX was doing less work that the Face Tracking will be
Also the Sony one, SOEmote, just wanted a 30fps cam, so no "special" hardware required for that :
I do have to disagree on some points
- Most games require some periphery and this one gives headtracking and facial motion capture without a headset required
- Investing time to configuration is required in ALL games unless we are talking about a nintendo platformer. Key configuration and graphic settings to name a few. Not to mention we have no idea how well this works out of the box.
- We do not know IF the user have to create a specific light setting (but i do not dispute the possibility). Im more wondering about WHERE the camera can be put since I use a 42" computer screen and the camera will most likely see the top of my nose and forehead...
- Add data and cost performance is a possibility, unless they fix he netcode, and we do not know how much data that would be.
- Their current version might look wonky but it's not finished.
- What core gameplay? Squadron 42? A group if actual online roleplayers? Your way of playing? It's too early to tell.
- faceware adds additional configuration effort
- it was said in the Chris Roberts presentation that full performance (60fps tracking) is only possible when the environment is properly lighted
- it will cost data and performance. the facetracking alone uses computing power, see faceware website (system requirements), and needs bandwidth in an online envionment
- nothing is finished in Star Citizen, but that doesn't mean everything is possible
- as I understand it Squadron 42 is supposed to be the successor to Wing Commander and Star Citizen is supposed to be Privateer in an online environment. The core mechanic of both games is space-flight and space-combat
I don't get all the obsession with this Face over IP thing. To me, it's nothing more than a OH LOOK SHINY! distraction from the state of the 'game'. It's wasted effort to me. There's a whole lot more important problems (15 fps! Flight model - need we go there? Jankiness... "blocker bugs", and Sq42...) than this useless feature.
I don't get all the obsession with this Face over IP thing. To me, it's nothing more than a OH LOOK SHINY! distraction from the state of the 'game'. It's wasted effort to me. There's a whole lot more important problems (15 fps! Flight model - need we go there? Jankiness... "blocker bugs", and Sq42...) than this useless feature.
They can more easily add an npc and do quick voice-acting on them with minimal effort, combine that with their motion capture studio and they have a tool to quickly create a talking NPC scene.
That will then stand there aimlessly until a custom script is kicked off for it, or it falls through the floor, or explodes into a tentacle monster, or ceases to exist if no player has it in view![]()
I can see it as a tool for them - the devs.
- They can more easily add an npc and do quick voice-acting on them with minimal effort, combine that with their motion capture studio and they have a tool to quickly create a talking NPC scene.
Sure, it could be used like that. Without adding it to the game at all.
The Derby Studio has been busy as ever. The Facial Team finished off all the animations needed for the 3.0 Mission Givers while continuing SQ42 work. Eckhart alone has over 47,000 frames (26 minutes) of bespoke facial animation and is one of over 13+ mission givers currently in production for the PU.
After the recent 3-day Audio/Headcam shoot in London, all data has been tracked in Faceware and retargeted onto our face rigs in Maya. This is a great achievement for the team as there were over 125,000 frames or almost 70 minutes of footage shot.
Yes, i know, there are added costs apart from wages.
Wages: 80 million