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本帖最后由 拖鞋 于 2023-7-17 00:17 编辑
转自 evoweb论坛 Datiss77 的回帖:
https://evoweb.uk/threads/ea-sports-fc-2023-release.93459/page-14
简单来说,FIFA 22和23的HyperMotion是通过装在22个球员身上的传感器采集数据 - 输入电脑 - 深度学习 - 弄到游戏里,而FC 24的新的HyperMotion Volumetric的采集数据部分则是通过新技术从足球比赛录像直接采集。
另:HyperMotion V的“V”不是5,是Volumetric。
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In this article, I will give explanations about "HyperMotionV" and "Frames Captured" to see what the EA SPORT FC development team has been working on this year and what goals they are pursuing. The FIFA development team has come to talk about Frames Captured and said that FC 24 used 590 million captured frames in an 11 vs. 11 game, which means that the number of captured forms is 80 X greater than in FIFA 23. In the FIFA 23 game, the amount of captured forms was 9.2 million, and this figure in the FIFA 22 game reached 8.7 million captured forms.
Therefore, the form captured in the three versions of the 9th generation EA Sport football game was as follows:
The FIFA 22 game has captured 8.7 million forms
The FIFA 23 game has captured 9.2 million forms
FC 24 game has been captured by 590 million forms
Now we have to see how many forms were captured in these three versions and in how many matches did the development team manage to get 11 against 11 forms in one game?!
In the FIFA 22 game, the developer team was able to achieve this amount of captured form in one - 90-minute match by HyperMotion 1 technology.
In the FIFA 23 game, the development team was able to achieve this amount of captured form in two - 90-minute matches using HyperMotion 2 technology.
In the FC 24 game, the development team was able to achieve this amount of captured form in 180 - 90-minute matches by HyperMotion V technology.
The first thing that concerns your mind is how the development team was able to reach this level of captured form in the FC 24 version, and also how they were able to reach this level in 180 matches and why the difference between the captured form and the It is so much compared to the previous two versions, and finally, why has the work speed increased so much compared to the previous two versions?! The answer to this question is the difference in scanning the players in a 90-minute match!
In Hypermotion 1 and 2, the recording was done through the sensors on the players, and this slowed down the work of the captured form of the animations for the development team.
A return to the past
If you remember, in 2022, I gave an explanation about Deep Learning technology and talked about recording and capturing players' movements from a soccer game camera, and I said that FIFA's technical department has been working on this technology for years. Like in FC 24 they finally managed to reach this technology. In the previous two versions, as I mentioned, Deep Learning technology was used, but the game was recorded by the sensors in an 11 vs. 11 match, and the technical department had not yet been able to do the same from a match recorded from a camera view. Play a match and finally in FC 24 they were able to use this technology and in a way it can be said that the FIFA development team is making better and more complete use of this technology year by year.
The form of capturing animations through the camera without the need for sensors on the players' bodies
As I mentioned, in HyperMotion Volumetric, the animations are captured through a camera without the need for sensors on the players' bodies (watch the two videos above and below, you will understand the story nicely), that is, Volumetric capture from cameras for uploading a 360-degree perspective. It uses a movement or a series of movements and when the uploaded data is analyzed by a specialized computer it will provide a 3D digital representation of the person as they appear on the camera.
Conclusion
Hypermotion is a really advanced technology, but unfortunately it has become a victim of policies and internal fights of the development team. The game has three directors who are d-i-s-c-u-s-sing the news about the design of the game in the form of "Simulation-Arcade-Competitive" and the game play design is confused in all parts in these three modes! A large part of game coding is old and obsolete, and many new codes are based on old codes!
Also, the strange thing is that this hypermotion technology was designed for a simulator gameplay along with responsive animations, but after a while, the development team complained about the slow and realistic animations of FIFA 22 "Ultimate Mode Gamers". that the animations are slow and unresponsive, and the development team gradually came with updates and designed the foot-to-ball animations section in a competitive way (feedback priority for the development team is the gamers of the ultimate section, especially the casual gamer) and the point is that the production team saw that the animations were designed from a realistic basis in order to make their work easier and to design highly responsive animations. Slipping or skating problems appeared in FIFA and many To speed up the response time of the animations, this story continued in FIFA 23.
Hypermotion is exactly like a Mercedes-Benz engine that is mounted on the body of an old and worn-out car, and you have to consider what will happen to the designed car and in which direction the output will be drawn.
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