00:00SPEAKER- I documented the process for creating the jails.
00:03SPEAKERSo I at least have the links that I use
00:05SPEAKERto make the jails the way I like them.
00:07SPEAKERSo I can then go find the updated versions
00:09SPEAKERwhen I have to do this again in New York.
00:10SPEAKER- What if you were to print all those webpages to PDF?
00:13SPEAKERAnd then make a little personalized doc
00:16SPEAKERand then maybe print it out
00:17SPEAKERand put it on your fridge or something?
00:19SPEAKER- Look, Brad, what I'm doing is I set up
00:20SPEAKERa read the doc server and I've got a fully
00:24SPEAKERHTML5 wiki-based documentation system
00:29SPEAKERthat's hierarchical.
00:31SPEAKERIt has an ontology and pretty much I'm good to,
00:35SPEAKERI'm good to, like we could put 300 people in here
00:37SPEAKERand get all the docs we need.
00:38SPEAKER- I, it's becoming my new Saturday morning ritual.
00:40SPEAKERI was spending some time on the archive.org page
00:42SPEAKERfor the computer chronicles this morning.
00:45SPEAKERWait a minute, what am I, hang on.
00:47SPEAKERWhat am I talking about?
00:48SPEAKERI am speaking to a computer chronicles veteran here.
00:50SPEAKERI just remembered.
00:51SPEAKER- That was the first time I was ever on national TV,
00:53SPEAKERI think. - Wow.
00:55SPEAKER- Yeah.
00:56SPEAKER- It was syndicated, right?
00:57SPEAKERIt wasn't on like PBS, public television.
00:59SPEAKER- It was like any PBS show.
01:01SPEAKER- Or like syndicated across PBS stations, I mean.
01:04SPEAKER- Yes, I think, I don't know how that worked,
01:06SPEAKERbut I assumed that like the stations that wanted to show
01:08SPEAKERpaid the people who made the show a little bit of money
01:09SPEAKERand then they got to run the show inside the PBS network.
01:13SPEAKERYeah, Gordon, Gordon Mong, who was one of my coworkers
01:16SPEAKERat Maximum PC and I got called by them to bring,
01:21SPEAKERthey wanted us to bring some high-end gaming PCs
01:23SPEAKERfrom a magazine cover.
01:24SPEAKER- You had some interesting stuff to say.
01:26SPEAKER- Well, but like we did the magazine so far in advance
01:30SPEAKERthat by the time they asked us to do that,
01:32SPEAKERwe'd already sent those machines back.
01:34SPEAKERSo we had to call, I think it was HP and Alienware
01:37SPEAKERor Compaq and Alienware maybe,
01:39SPEAKERand get them to send comparable machines
01:42SPEAKERto the ones that were on the magazine
01:43SPEAKERthat were on newsstands then back.
01:46SPEAKERAnd yeah, it was-
01:47SPEAKER- I can't believe they made you send the computers back.
01:48SPEAKER- Stuart seemed pretty dazzled by the amount of stuff
01:51SPEAKERin that machine.
01:53SPEAKER- He was very excited about it 'cause like the stuff
01:55SPEAKERthat they usually did was boring.
01:56SPEAKERIt was like, they did a lot of laser printer episodes.
01:59SPEAKER- I love how stuffy it is.
02:03SPEAKERHe's not stuffy, he was a good host, but the topics-
02:06SPEAKER- Oh, he was awesome.
02:07SPEAKER- It's very like business world.
02:10SPEAKER- Well, but like that's what computers were like then.
02:12SPEAKERThis was in like 2001, 2002.
02:15SPEAKERAnd you know, those people traded us at trade shows,
02:23SPEAKEReven at Maximum PC, which was like a magazine
02:25SPEAKERthat 300,000 people a month got, right?
02:27SPEAKERIt was a substantial print publication.
02:30SPEAKERWe were treated like children because we did like gaming
02:33SPEAKERand performance computing stuff
02:35SPEAKERand not serious computer business.
02:37SPEAKER- 'Cause you weren't wearing slacks
02:38SPEAKERand talking about spreadsheets.
02:41SPEAKER- I mean, I probably was wearing khakis then.
02:42SPEAKERThat was in khaki time.
02:45SPEAKER- Anyway, that has become a warm, fuzzy,
02:47SPEAKERand nostalgic blanket for me on Saturday morning
02:50SPEAKERto just pop on there and throw an episode.
02:51SPEAKERAnyway, I found an episode from 1988
02:54SPEAKERwhere they had a guy on there demoing a $600 CD-ROM.
02:57SPEAKER- Wow.
02:58SPEAKER- And he chose to do so by saying,
03:00SPEAKER"Hey, you can fit the entirety of the Boeing 757
03:02SPEAKER"maintenance manual on this one disc."
03:04SPEAKERAnd here it is.
03:05SPEAKERAnd it was all hypertexted up
03:07SPEAKERfrom clicking around in the service diagrams.
03:09SPEAKERAnd it was, yeah.
03:11SPEAKER- Wow.
03:12SPEAKER- A throwback.
03:13SPEAKER- The future.
03:14SPEAKER- Yeah, the future.
03:15SPEAKER- The future.
03:15SPEAKER- The past is the future.
03:16SPEAKER(upbeat music)
03:24SPEAKER(upbeat music continues)
03:45SPEAKER- Welcome to "Brad and Will Made a TechPod."
03:48SPEAKERI'm Will.
03:49SPEAKER- Hi, Brad, I'm back.
03:50SPEAKER- Hey, welcome back, Brad.
03:50SPEAKERIt's good to have you here.
03:52SPEAKER- Man, I'm so sad that I know I said this to you
03:54SPEAKERand Fitz last week.
03:55SPEAKERAs soon as you guys were done recording,
03:56SPEAKERI was so bummed that I missed that episode.
03:59SPEAKER- You, you asked questions.
04:01SPEAKERYou were there.
04:02SPEAKER- Thank you, thank you.
04:03SPEAKERI was there.
04:04SPEAKER- Yeah, limited.
04:04SPEAKER- But my, yes, my ability to pick his brain
04:06SPEAKERin a self-indulgent manner was a little limited.
04:10SPEAKER- How's the old schnoz?
04:10SPEAKERYou sound a little stuffy, but better maybe?
04:14SPEAKER- I'm a little concerned about the acoustics
04:16SPEAKERI have going on up there, but I don't know.
04:19SPEAKER- Look, what you need to do is get some tubes
04:20SPEAKERand you just jam them up and you have them
04:22SPEAKERstick out the front.
04:23SPEAKER- Okay.
04:23SPEAKER- And you always have a clear path.
04:25SPEAKER- Okay, they turn it into a musical instrument even.
04:27SPEAKERI can just vary the tone.
04:29SPEAKER- We got a lot of people asking questions about,
04:33SPEAKERI don't know, I think people were worried about you, Brad.
04:35SPEAKERWhat did you do?
04:36SPEAKER- Oh, it was, oh my gosh, I wish I had the,
04:39SPEAKERit's around here somewhere,
04:40SPEAKERthe printout EOB from my insurance company.
04:43SPEAKER- Ooh.
04:43SPEAKER- There were somewhere between somewhere around
04:46SPEAKEReight to nine oscopies and ectomies on there.
04:50SPEAKER- Which end though?
04:51SPEAKER- There's a good oscomy end and a bad oscomy end.
04:54SPEAKER- The nasal sinus areas.
04:57SPEAKER- Okay, good, good, good, good.
04:58SPEAKER- Yeah, had a lot of stuff going on up there, but.
05:02SPEAKER- But everything's fine, nothing bad.
05:03SPEAKER- Yes, it's all removed and fixed at this point, so.
05:06SPEAKER- We got you all reamed out.
05:07SPEAKER- Yeah, good, now I'm doing a sinus rinse over 12 hours
05:12SPEAKERthat's producing all kinds of spectacular results.
05:15SPEAKER- Ooh, you should document,
05:16SPEAKERyou should make an Instagram for that.
05:17SPEAKERYou should document this.
05:18SPEAKER- You don't want to see that.
05:19SPEAKER- Look, I've been on some Reddits that would imply
05:23SPEAKERthat there's a market for literally any piece of content
05:25SPEAKERyour body can produce.
05:26SPEAKER- What is the rule, 34 for this or whatever it is?
05:30SPEAKERLet's not get into that.
05:31SPEAKER- Yeah, no, no, no.
05:32SPEAKER- This is, let's move on.
05:34SPEAKER- Hey, you know what happened this week?
05:35SPEAKER- What happened?
05:36SPEAKER- Well, it's a special time in every young man's life
05:40SPEAKERwhen one of the big game engine companies
05:44SPEAKERreleases a new version of their engine.
05:45SPEAKER- Ah, that magical time of year.
05:47SPEAKER- And they show you, before the hardware people
05:52SPEAKERare really ready to talk about it,
05:53SPEAKERwhat the hardware on the next generation platform
05:55SPEAKERis going to do.
05:56SPEAKER- The flowers are blooming, the bees are buzzing,
05:58SPEAKERand a tech demo for a new engine or piece of hardware
06:02SPEAKERis upon us again.
06:04SPEAKER- Yes, and this time it was a,
06:08SPEAKERhere's what the PS5 can do with Unreal Engine 5.
06:11SPEAKERIt's nice that the numbers sync up finally.
06:13SPEAKERThey've, you know, nice job, guys.
06:15SPEAKER- Finally, after all these generations,
06:16SPEAKERthey've dialed in this, this branding synergy.
06:20SPEAKER- The name scheme is finally, yeah, it's working out.
06:23SPEAKERSo.
06:24SPEAKER- So we haven't, neither of us have watched this yet.
06:26SPEAKER- No.
06:27SPEAKER- And I think we had talked about doing like a live watch
06:29SPEAKERreact kind of thing, but it's.
06:31SPEAKER- We don't know how long, how interesting that's gonna be.
06:33SPEAKERSo we're gonna play it.
06:33SPEAKER- Yeah, and also, you know, like I skimmed through it.
06:36SPEAKERIt sounds pretty like narration heavy
06:37SPEAKERand pretty dense with info.
06:38SPEAKERSo that kind of thing is pretty tough to talk over.
06:41SPEAKER- But this week we're gonna talk about
06:42SPEAKERthe Unreal Engine 5 tech demo they released this week.
06:44SPEAKERWe're also gonna talk about the cool filmmaking stuff
06:48SPEAKERthat Unreal is doing now with real-time effects
06:52SPEAKERas seen in "The Mandalorian."
06:53SPEAKER- Yeah, like video games are cool and all,
06:55SPEAKERbut the stuff they're doing in kind of rapid fire TV
06:57SPEAKERproduction is the stuff that's really fascinating to me.
07:00SPEAKER- It's one of those,
07:02SPEAKERlook, the thing that they're doing with the,
07:04SPEAKERwe'll get into how it works,
07:05SPEAKERbut the thing that they're doing with "The Mandalorian"
07:06SPEAKERisn't, it's one of those things that like somebody was like,
07:09SPEAKER"Hey, you know, we have this technology
07:11SPEAKERand this technology and this technology.
07:13SPEAKERAnd if we put them all together in a kind of novel way,
07:16SPEAKERthen something really cool is possible and maybe it'll work.
07:19SPEAKERLet's figure it out."
07:20SPEAKERAnd then it worked and it's really cool.
07:22SPEAKERAnd like, had I not known how they did this stuff,
07:25SPEAKERI never would have believed what they were doing.
07:28SPEAKER- Okay, so that's,
07:29SPEAKERI don't want to cannibalize the latter half of the episode,
07:32SPEAKERbut I've got stuff to ask about.
07:34SPEAKER- It's on Unreal Engine 5 revealed,
07:36SPEAKERnext gen revealed three days ago, 10 million and a half years.
07:39SPEAKERThat's the one.
07:40SPEAKER- The YouTube channel called Unreal Engine has it.
07:42SPEAKERThat's the perfect place to go find it.
07:43SPEAKERIf you want to watch it along with us.
07:45SPEAKER- We'll put a link in the show notes, too.
07:46SPEAKERSo, do you want to load this bad boy up
07:51SPEAKERand hit the play button?
07:53SPEAKER- Should I watch the 1080p version or the 4K version?
07:56SPEAKER- I mean, how many p's does your monitor have, Brad?
07:58SPEAKER- Mine has 4K p's.
08:00SPEAKER- Only 1080.
08:02SPEAKEROh, what?
08:03SPEAKEROh, I'm sorry.
08:04SPEAKER- But we're going to watch the 4K version,
08:05SPEAKERso hopefully they're the same.
08:06SPEAKER- If I downscale this 4K version to 1080p,
08:08SPEAKERit'll look better, right?
08:09SPEAKER- Look, you've got four times as many pixels
08:11SPEAKERmaking each pixel.
08:12SPEAKERSo yeah, that math reads.
08:14SPEAKER- Right.
08:15SPEAKEROh, and we should mention that if you don't want to hear us
08:16SPEAKERreact to this thing live,
08:17SPEAKERor if you've already seen it or whatever,
08:19SPEAKERand you'd rather just skip to the part
08:20SPEAKERwhere we talk about it afterwards,
08:21SPEAKERthe video is just about exactly nine minutes long.
08:24SPEAKERSo, if you skip ahead nine minutes,
08:27SPEAKERyou'll get there starting now.
08:30SPEAKER- I see an Unreal logo, an Epic logo.
08:33SPEAKERNow I see an Unreal logo.
08:34SPEAKERIt's shiny.
08:36SPEAKER- Hello, I'm Brian Karas,
08:38SPEAKERTechnical Director of Graphics here at Epic Games.
08:40SPEAKER- Hi, I'm Jerome Plateau,
08:41SPEAKERArt Director of The Special Project.
08:44SPEAKER- A few years ago, we got together as a team
08:45SPEAKERand brainstormed where we thought we could push forward
08:48SPEAKERthe state of the art in real-time graphics.
08:50SPEAKERThere were two key areas that stood out.
08:52SPEAKERThe first, dynamic global illumination.
08:55SPEAKERBeautiful bounce lighting instantaneously.
08:59SPEAKER- I don't have to be constrained to do a game
09:00SPEAKERwhere the world has to be static,
09:02SPEAKERand I'm able to interact a lot faster.
09:04SPEAKER- And we call this new system Lumen.
09:07SPEAKERWe're about to show you what it is capable of.
09:09SPEAKERBut first, there was another area
09:12SPEAKERthat we thought we could push forward.
09:13SPEAKERTruly virtualized geometry.
09:15SPEAKER- Ooh.
09:16SPEAKER- Artists wouldn't have to be concerned over poly counts,
09:18SPEAKERdraw calls, or memory.
09:20SPEAKERWe directly use film quality assets
09:23SPEAKERand bring them straight into the engine.
09:24SPEAKER- And that's a big deal for artists.
09:26SPEAKERI just want to be able to import my ZBrush model,
09:29SPEAKERmy photogrammetry scan, my CAD data,
09:31SPEAKERwithout wasting any time optimizing, creating LODs,
09:35SPEAKERor even lowering the quality to make it hit frame rate.
09:37SPEAKER- In the end, that's what it's all about.
09:39SPEAKERArt that just works.
09:41SPEAKERAnd we call this new technology Nanite.
09:43SPEAKERHere is the future of Unreal Engine
09:46SPEAKERrunning live on a PlayStation 5.
09:48SPEAKER- Awesome. Let's take a look at it.
09:53SPEAKER- This has to be the Wi-Fi.
10:04SPEAKER- Wow.
10:07SPEAKER- Oh, have you not seen any of this footage?
10:08SPEAKER- No.
10:11SPEAKER- Before we continue, let's stop a moment
10:13SPEAKERand take a look at some of the key features of this demo.
10:16SPEAKERMuch of what you see was built with Quixel Megascan assets,
10:19SPEAKERbut instead of using the game versions,
10:21SPEAKERwe use the cinematic versions,
10:23SPEAKERwhich would typically only be used in film.
10:27SPEAKER- Wow.
10:28SPEAKER- And thanks to virtual texturing,
10:30SPEAKERthey all use 8K textures as well.
10:32SPEAKERNanite can render an insane number of triangles very quickly.
10:36SPEAKERThere are over a billion triangles of source geometry
10:39SPEAKERin each frame that Nanite crunches down losslessly
10:42SPEAKERto around 20 million drawn triangles.
10:46SPEAKERWhat does that many triangles look like?
10:50SPEAKERThese are the triangles, each a different color.
10:52SPEAKERMost are so small that they look like noise.
10:54SPEAKER- Yeah, every polygon is just a pixel.
10:57SPEAKERYeah.
10:59SPEAKERThere you go.
11:01SPEAKER- This amount of geometric detail requires shadows
11:03SPEAKERto be pixel accurate as well, and Nanite can do that too.
11:07SPEAKERSpeaking of lighting, all of the lighting in this demo-
11:10SPEAKER- This is, that's amazing.
11:11SPEAKER- With the power of Lumen,
11:12SPEAKERthat even includes multi-bounce global illumination.
11:16SPEAKERNo light maps, no baking here.
11:18SPEAKERWithout GI, all of that beautiful lighting is gone.
11:22SPEAKERWith Lumen enabled, we can move the light
11:24SPEAKERand the bounce changes-
11:25SPEAKER- They figured out some new math.
11:29SPEAKER- Okay, let's keep going.
11:30SPEAKER- I wanna know if that's ray traced,
11:31SPEAKERbut we can talk about it later.
11:32SPEAKER- It's not.
11:33SPEAKERI actually said it's not.
11:34SPEAKER- Oh.
11:39SPEAKER- We've made some great additions
11:40SPEAKERto our audio system as well.
11:42SPEAKERConvolution reverb allows us
11:43SPEAKERto measure reverberation characteristics of real spaces,
11:47SPEAKERlike actual caves that we sampled,
11:49SPEAKERand reproduce them in virtual spaces.
11:52SPEAKERSound field rendering allows us to record
11:54SPEAKERand playback spatialized audio.
12:03SPEAKERAll of this adds up to a more immersive experience.
12:15SPEAKER- They're doing a better job of the hair
12:16SPEAKERthan current stuff too.
12:22SPEAKER- This swarm of bats was created
12:23SPEAKERwith a Niagara effects system.
12:26SPEAKERParticles in Niagara can now talk to one another
12:28SPEAKERand understand their environment-
12:29SPEAKER- Oh, wow.
12:33SPEAKER(helicopter whirring)
12:37SPEAKER- We've also added a ton of new functionality
12:40SPEAKERto run fluid simulations like you see in the water below.
12:51SPEAKER- I wanna see the collision of the hands on the rocks.
12:56SPEAKER- The demo runs on our chaos physics system.
12:59SPEAKERHere, we are using it to accurately simulate
13:01SPEAKERthe rigid bodies of the falling rocks
13:03SPEAKERand the cloth of her scarf.
13:05SPEAKER- But does that scarf clip through a sword
13:07SPEAKERwhen it's on her back?
13:07SPEAKERThat's the real question.
13:09SPEAKER- I mean, it's not clipping through
13:12SPEAKERthe bottom of her skirt thing.
13:14SPEAKER- It's true.
13:17SPEAKERThe next generation is here.
13:24SPEAKER- Now that the environment is so complex,
13:26SPEAKERwe've needed to greatly improve
13:27SPEAKERour animation systems to adapt.
13:29SPEAKERWe've added predictive foot placement and motion warping,
13:32SPEAKERwhich dynamically modifies IK and body position
13:35SPEAKERto look more natural.
13:37SPEAKERFor the character to more realistically interact
13:39SPEAKERwith the environment, we've added the ability
13:41SPEAKERto trigger seamless contextual animation events,
13:43SPEAKERlike her hand on the door.
13:45SPEAKER- That's promising.
13:50SPEAKER- Dynamic GI is amazing,
13:52SPEAKERnot just for speeding up iteration,
13:54SPEAKERbut also for its impact on gameplay.
13:57SPEAKERAny light source can move
13:58SPEAKERwhile still having beautiful bounce lighting.
14:02SPEAKERDynamic illumination means--
14:04SPEAKER- Huh.
14:04SPEAKER- Which you can see on all the metal surfaces.
14:07SPEAKERYou can even see the Niagara powered bugs reacting--
14:10SPEAKER- That's super cool.
14:12SPEAKER- Lumen not only reacts to moving light sources,
14:15SPEAKERbut also changes in geometry.
14:25SPEAKERRemember we mentioned high poly assets?
14:28SPEAKERThis statue was imported directly from ZBrush
14:30SPEAKERand has more than 33 million triangles.
14:33SPEAKERNo baking of normal maps, no authored LODs.
14:37SPEAKER- Wow.
14:38SPEAKER- Yeah, I think authored is the key word there.
14:40SPEAKER- Yeah, like the simplification of the asset pipeline
14:42SPEAKERis gonna be huge with this, right?
14:44SPEAKER- More than a single statue.
14:46SPEAKERThere are nearly 500 of that exact statue
14:49SPEAKERat the same detail level placed in this room
14:52SPEAKERfor a total of over 16 billion triangles--
14:55SPEAKER- Remember that's instance, that's not, that isn't,
14:59SPEAKERthe new thing there is the--
15:00SPEAKER- For this entire demo,
15:02SPEAKERthere are hundreds of billions of triangles.
15:16SPEAKER- I wonder if those statues can be dynamic,
15:19SPEAKERlike if they can move or you can move them.
15:25SPEAKERSo with Nanite, you have limitless geometry
15:28SPEAKERand with Lumen, you have fully dynamic lighting
15:31SPEAKERand global illumination, all running on a PlayStation 5.
15:46SPEAKER- Wow.
15:55SPEAKER(dramatic music)
16:05SPEAKER- There's not much time left.
16:07SPEAKER- And this doesn't need to be constrained to small rooms.
16:10SPEAKERIt can stretch all the way to the horizon.
16:16SPEAKER- The portal, it's open.
16:21SPEAKERDon't fail me now.
16:25SPEAKER(dramatic music)
16:37SPEAKER- Wow.
16:44SPEAKER- Whoa!
16:55SPEAKER(dramatic music)
16:59SPEAKER- It's time to see what's next.
17:04SPEAKER- Man, they hit those sub harmonics hard, got arm chills.
17:08SPEAKER(dramatic music)
17:21SPEAKER- Unreal Engine V has come too, apparently.
17:24SPEAKER- Yeah, well that's for the Xbox Series X
17:26SPEAKER'cause V is before X, so you get V on the Xbox
17:29SPEAKERand you get V on the PS5.
17:31SPEAKER- They're just getting them back for that 360 move.
17:34SPEAKER- Yeah, that's bananas.
17:35SPEAKER- Yeah, feeling pretty good about that.
17:38SPEAKER- I mean, look, if you compare that
17:39SPEAKERto the great Unreal Engine tech demos of times past,
17:43SPEAKERthere was what, the UE3 one was the one
17:46SPEAKERthat showed what was gonna be Gears.
17:48SPEAKER- Right, with the Brunac stomping around
17:49SPEAKERand what was the big, I guess like normal mapping
17:52SPEAKERand that sort of thing was normal mapping.
17:54SPEAKERProbably like DX8 programmable shader stuff
17:57SPEAKERback then was the big innovation.
17:59SPEAKER- It might've been DX9 even, it was--
18:01SPEAKER- Oh, you're right, 360 generation, you're right.
18:04SPEAKER- But it was like particles, there were like dust motes
18:07SPEAKERand light beams, stuff like that.
18:09SPEAKERIt was the incredible amount of detail
18:14SPEAKERon the smashed concrete brutalist architecture geometry
18:18SPEAKERin the world and stuff like that.
18:20SPEAKERAnd then I think the UE4 one was that Citadel thing, right?
18:22SPEAKERThe Citadel fly through, that sounds right.
18:25SPEAKER- Castle with lots of shiny bricks.
18:27SPEAKERI feel like that one was kind of overwhelming.
18:28SPEAKERThis one was very good.
18:29SPEAKER- The last one was pretty iterative,
18:31SPEAKERI think on the previous one,
18:32SPEAKERbut this felt very much like a generational shift.
18:34SPEAKER- Well, so this one showed more character
18:37SPEAKERand world interaction stuff than the last one did too,
18:40SPEAKERwhich was interesting.
18:44SPEAKERI feel like the shadowing stuff and the dynamic lights,
18:48SPEAKERthe fact that they're not baking light maps
18:50SPEAKERto do geometry that complex is really impressive.
18:53SPEAKERMeans we'll be able to have lights changing
18:56SPEAKERduring games and things like it.
18:58SPEAKERIt's gonna open up more of the kind of time of day changes
19:02SPEAKERthat we see in stuff like Stardew and Animal Crossing
19:05SPEAKERto more 3D rendered, more realistic looking games.
19:09SPEAKER- Sure.
19:10SPEAKER- That in the art pipeline stuff
19:12SPEAKERseemed like the big deals to me.
19:13SPEAKER- Yes, the effect on creating assets for stuff
19:16SPEAKERseems like the actual big story there,
19:17SPEAKERbut I feel like virtualized geometry
19:21SPEAKERis the kind of standout phrase from that thing to me.
19:24SPEAKERDoes that read to you?
19:25SPEAKERWhat exactly does that mean to you?
19:26SPEAKER- I don't know what virtualized geometry,
19:28SPEAKERyou mean referencing the statues?
19:32SPEAKER- Yeah, well, no, it was early on.
19:33SPEAKERIt was when they first revealed that first part of the cave
19:36SPEAKERand they were pulling the camera in and out.
19:38SPEAKERI mean, in a practical sense,
19:38SPEAKERI think what they're really talking about
19:40SPEAKERis just a truly seamless tessellation of the background.
19:44SPEAKERYou're not seeing, he even mentioned the term
19:47SPEAKERauthored level detail, right?
19:48SPEAKERLike you're not seeing rigid levels of detail
19:50SPEAKERpopping in and out anymore.
19:52SPEAKERBut I don't know like under the hood, like in the code,
19:54SPEAKERI don't know what virtualizing that means exactly
19:58SPEAKERin a software sense.
19:59SPEAKER- So yeah, right now, like if you were,
20:02SPEAKERso for example, in a game, like when we were doing Fusho,
20:06SPEAKERthe amount of time we spent making assets performant
20:09SPEAKERon the target platform that we wanted to run on,
20:12SPEAKERwhich was usually like PC, you know, PC VR.
20:15SPEAKERSo times two, what was it?
20:18SPEAKERA GeForce FX 90, 970 running at 90 Hertz times two.
20:24SPEAKER- Decent for each eye, decent immense back, right?
20:27SPEAKER- Yeah, but like the amount of time we spent
20:29SPEAKERtrying to get assets to run at that target was enormous.
20:32SPEAKERSo if like that, if that work can happen automatically,
20:35SPEAKERinstead of with some artists moving,
20:38SPEAKERof an artist moving levers and dials,
20:40SPEAKERit means that you can create a lot more art
20:42SPEAKERand spend a lot less time making the art
20:43SPEAKERthat you create run.
20:45SPEAKERLike you're just making the,
20:46SPEAKERit sounds like you're just making the one master version
20:49SPEAKERof like the hero asset, right?
20:50SPEAKEROf the model or the background.
20:52SPEAKERAnd the engine does all the work of making it run smoothly.
20:55SPEAKER- That sounds right.
20:56SPEAKERIt's funny, we did an episode with the Creative Assembly
20:58SPEAKERguys for Total War Warhammer two,
21:02SPEAKERand they make assets that are like film quality assets
21:05SPEAKERfor those things for cut scenes.
21:07SPEAKERAnd then that's pretty much,
21:08SPEAKERthen they scale them down for the things.
21:09SPEAKERBut if like, if you could just dump the film quality assets,
21:12SPEAKERyou don't have to do the low poly versions
21:14SPEAKERand make all the LODs and Atlas your textures
21:17SPEAKERand all the other stuff that you have to do
21:18SPEAKERthat's like technical.
21:19SPEAKER- Yeah, so that seems to be the upshot of that topic.
21:22SPEAKERAnd also that's the practical effect
21:23SPEAKERin terms of the art labor.
21:26SPEAKERBut I would love to hear,
21:27SPEAKERand I'm not sure neither of us is equipped
21:28SPEAKERto figure this out, but I would love to hear
21:30SPEAKERfrom like a low level graphics program
21:32SPEAKERor what exactly is happening.
21:34SPEAKERLike what does it mean to virtualize that process?
21:36SPEAKER- But yeah, I mean, I have the gist,
21:39SPEAKERbut I think there's a lot more to it than that
21:42SPEAKER'cause we would have done it before if it was easy.
21:44SPEAKER- Right.
21:46SPEAKER- The other thing was the fluid and the particle systems.
21:50SPEAKERSo the difference between a particle system
21:51SPEAKERand a fluid system is that fluids interact with each other
21:53SPEAKERas they're moving, right?
21:55SPEAKERSo like if you want to simulate air
21:57SPEAKERmoving through skyscrapers in a city like Chicago,
22:01SPEAKERyou have to simulate each square
22:03SPEAKERand then simulate its effect on all the adjoining squares
22:05SPEAKERand then simulate the adjoining squares effect back on them.
22:08SPEAKERAnd it quickly becomes a nightmare of loopbacks.
22:11SPEAKERDeep down, like water molecules are just slipping
22:13SPEAKERand sliding all over each other, right?
22:14SPEAKER- Yeah, exactly.
22:16SPEAKERBut the particle interaction and the fluid things
22:18SPEAKERI think are probably very similar processes
22:20SPEAKER'cause like the idea that a lot of things
22:23SPEAKERlike flocking behavior and birds,
22:25SPEAKER'cause flocking behavior is determined by,
22:27SPEAKERyou know, each bird's position is determined
22:29SPEAKERby all the other bird's position
22:31SPEAKERand like the swarms of beetles that we saw
22:36SPEAKERmoved more like real swarms of beetles
22:38SPEAKERthan anything I've ever seen
22:39SPEAKERrather than like a canned animation.
22:40SPEAKER- Like you have to assume
22:41SPEAKERthat was a particle-based effect too, right, the beetles?
22:43SPEAKER- Yeah, that's what they said, yeah.
22:44SPEAKER- I mean, it honestly, it feels like just another,
22:47SPEAKERyet another, and this is gonna like loop back around
22:49SPEAKERto the topic later in the episode.
22:50SPEAKERIt feels like another example of filmmaking techniques,
22:54SPEAKERVFX techniques, just bleeding into games.
22:56SPEAKERNow the games can actually run them
22:57SPEAKERand the hardware can run them in real time.
22:59SPEAKER- Yeah.
23:00SPEAKER- 'Cause like going back 20 years,
23:01SPEAKERlike the massive tool that they developed
23:03SPEAKERfor Lord of the Rings movies, you know?
23:05SPEAKERLike that was a massive-
23:06SPEAKER- That was the army thing, right?
23:07SPEAKER- Yeah, that was just a big, I started to say a massive system
23:10SPEAKER'cause of course it is, 'cause that's what it's called,
23:12SPEAKERbut that was just a huge system of agents
23:15SPEAKERthat had primitive behaviors programmed in
23:17SPEAKERto either like attack each other
23:19SPEAKERor run away from each other or blah, blah, blah, you know?
23:20SPEAKERBut like, that's kind of what we're talking about
23:22SPEAKERexcept now in real time
23:23SPEAKERwith actual little discrete systems
23:26SPEAKERplaying out in the world around you, right?
23:29SPEAKER- Well, it's stuff from like emergent tools
23:32SPEAKERlike Game of Life, right?
23:33SPEAKERLike if you load that thing up
23:34SPEAKERand you give it different source,
23:36SPEAKERyou give it the same feeds,
23:37SPEAKERyou're gonna get different results every single time
23:39SPEAKERbecause the things interact with each other differently
23:41SPEAKERbased on the starting location.
23:42SPEAKER- Like it's a chaotic system, right?
23:44SPEAKER- Yeah, but small imperfections in the skin, Brad.
23:46SPEAKER- That's right.
23:47SPEAKERWe'll just get Jeff Goldblum in here to explain this to us.
23:50SPEAKER- Exactly, but yeah, this is fascinating.
23:55SPEAKERSo the other thing that's huge is the amount of geometry
23:57SPEAKERthat they showed in those levels was like kind of terrifying.
24:02SPEAKER- Yeah, well, that's where the virtualization comes in,
24:05SPEAKERright, is like you can just have,
24:06SPEAKERI'm not gonna say unlimited numbers of polygons
24:08SPEAKERin your background,
24:09SPEAKERbut it sounds like you can kind of just throw whatever at it
24:11SPEAKERand it'll figure it out.
24:12SPEAKER- Well, you said it during when we were talking about it,
24:14SPEAKERbut you said some of these polygons are only a pixel
24:17SPEAKERand yeah, it looks like some of the polygons
24:19SPEAKERare even smaller than pixels,
24:20SPEAKERdepending on where you are and what.
24:22SPEAKERBut I mean, that'll solve the problem
24:25SPEAKERof your mipmaps popping in
24:27SPEAKERand your tessellation popping in as you close the LOD gaps
24:32SPEAKER'cause it should just render dynamically all the way down
24:35SPEAKERand tessellate out.
24:36SPEAKERI mean, the nice thing is now they can assume everybody
24:38SPEAKERthat's gonna be playing these games
24:40SPEAKERis gonna have tessellation hardware,
24:42SPEAKERwhich wasn't always the case.
24:43SPEAKERAnd that opens up a lot more,
24:46SPEAKERand I believe it wasn't even the case
24:47SPEAKERfor the previous gen of consoles, but it might've been.
24:51SPEAKERSo yeah, that opens up a lot of possibility there.
24:54SPEAKER- Yeah, but do you wanna talk some more
24:55SPEAKERabout the global elimination?
24:56SPEAKERIt sounds like you've seen some comments they've made
24:59SPEAKERsubsequent to the video 'cause I would've thought,
25:02SPEAKERand there were even some people on the TechPod discord
25:03SPEAKERwho assumed that that GI stuff was ray tracing based,
25:07SPEAKERbut it sounds like they came out and said it's not.
25:08SPEAKER- So the thing I, like this is my memory
25:12SPEAKERof an offhand comment on Twitter,
25:13SPEAKERbut they said, I saw somebody say
25:15SPEAKERthat there was no ray tracing.
25:16SPEAKER- Interesting, okay.
25:18SPEAKER- And honestly, it didn't look like there was ray tracing.
25:20SPEAKERIt looked better than what you get
25:21SPEAKERwith current gen ray tracing.
25:23SPEAKER- Less noisy.
25:24SPEAKER- But yeah, because it didn't have the noise pop in
25:26SPEAKERas it's, 'cause right now it's basically interpolating
25:29SPEAKERa light map based in real time
25:31SPEAKERbased on a really limited sample of rays.
25:34SPEAKERAnd that looked like projection lighting.
25:38SPEAKERIt didn't look like light probes to me,
25:40SPEAKERbut it's hard to tell in video
25:41SPEAKER'cause there's weird compression with video.
25:43SPEAKER- That's another interesting illustration of the point
25:45SPEAKERthat lighting in particular in games,
25:47SPEAKERbut especially limited to all types of graphical effects,
25:50SPEAKERthe fuzziness of doing it,
25:51SPEAKERthe quote unquote real wave versus faking it.
25:54SPEAKERThe fakery is often better and higher quality
25:56SPEAKERat a current state of hardware capability
25:59SPEAKERthan doing it the right way.
26:01SPEAKER- Well, so Unreal has always done lighting backwards
26:05SPEAKERcompared to most other engines.
26:06SPEAKERSo they were getting self-shadowing and stuff
26:11SPEAKERon those assets, which was interesting.
26:13SPEAKERWhen you looked at the light moving across the cliff faces,
26:15SPEAKERyou would see rocks dangling down,
26:18SPEAKERshadowing the rocks behind them, stuff like that.
26:21SPEAKERThey were also getting some good specular
26:24SPEAKERand some bounce back on the other surfaces without,
26:28SPEAKERand if they're doing that without doing ray tracing,
26:30SPEAKERthen they figure out something really cool.
26:31SPEAKERSo I'm interested, I assume that they're gonna do,
26:34SPEAKERI think they said they're gonna do a deep dive
26:36SPEAKERin how they're doing all this stuff.
26:39SPEAKERI can't wait for too long.
26:40SPEAKER- Can't wait for that, that sounds great.
26:42SPEAKER- Yeah, it's really neat.
26:43SPEAKER- However they're accomplishing that stuff,
26:44SPEAKERit illustrates the same point as ray tracing,
26:47SPEAKERwhich is just kind of a,
26:50SPEAKERI'm trying to think of a way to describe this.
26:51SPEAKERIt's almost like an author wants light many kind
26:55SPEAKERof situation, you know what I mean?
26:56SPEAKERIt's just like place the lights
26:57SPEAKERand just let the tech figure out how to shade
27:00SPEAKERthe entire world.
27:02SPEAKER- Well, I mean, there's,
27:03SPEAKERso if there's no pre-computed lighting,
27:06SPEAKERlike calculating light maps takes an astonishing amount
27:09SPEAKERof time, especially if you're talking about like a game,
27:11SPEAKERlike a big open world game, right?
27:12SPEAKERSo if you look at a PUBG map,
27:14SPEAKERthat's eight kilometers by eight kilometers,
27:17SPEAKERor even something like Skyrim or Zelda or whatever,
27:22SPEAKERand if you're doing pre-computed light maps,
27:24SPEAKERthose can take an incredibly long time,
27:26SPEAKEReven if you're throwing like small supercomputer assets
27:29SPEAKERat them.
27:30SPEAKER- Let me jump in real quick.
27:31SPEAKERThis is probably gonna sound incredibly naive
27:33SPEAKERto any working game developers that are listening to this,
27:35SPEAKERbut when they mentioned in that demo,
27:37SPEAKERlike, oh, you don't have to pre-compute light maps anymore.
27:40SPEAKERI was like, wait,
27:40SPEAKERare people still pre-computing a lot of light maps?
27:42SPEAKERLike, I guess I just assumed that we had gotten to the point
27:47SPEAKERnot where we had completely moved past it,
27:48SPEAKERbut it wasn't as common as it used to be
27:50SPEAKERbecause like going way back to like, you know,
27:53SPEAKERthe late nineties when like the original quake engine games
27:55SPEAKERwere out there, like you used to hear all the time,
27:56SPEAKERit's like, that's the thing that took all of the time
27:59SPEAKERin the sort of level creation pipeline, right?
28:02SPEAKERIn terms of computing, what the output,
28:05SPEAKERI don't know how to be like building stuff by hand,
28:07SPEAKERbut once you were ready to like bake it into the game,
28:10SPEAKERlike that's the thing that you have to run
28:11SPEAKERon like an SGI overnight or whatever.
28:14SPEAKER- Yeah, so now I know for a long time,
28:18SPEAKERValve had a thing that ran on all their computers
28:20SPEAKERthat would basically like folding at home
28:22SPEAKERtheir light map computation.
28:24SPEAKER- That's awesome.
28:26SPEAKER- I'm sure other people did similar stuff.
28:29SPEAKER- Jim and accounting wanted that 9900K,
28:33SPEAKERthen we're gonna pay it to work
28:34SPEAKERwhen he's not doing spreadsheets.
28:35SPEAKER- Exactly, so that was longer ago than a 9900K obviously,
28:39SPEAKERbut the, so yeah, people do light maps
28:43SPEAKER'cause they're very performant.
28:44SPEAKERI mean, all a light map is is basically a texture
28:47SPEAKERthat says, hey, this part of the map should be bright
28:49SPEAKERand this part of the map should be dark or maybe colored.
28:52SPEAKER- The benefit is it's very performance efficient,
28:54SPEAKERbut the downside is it's static, right?
28:56SPEAKERYou can't do anything really dynamic with it.
28:59SPEAKER- Well, so, but you can combine that with other stuff too.
29:01SPEAKERSo like, if you're, say you're building something
29:04SPEAKERfor the Oculus Quest, which is a mobile part
29:06SPEAKERthat can handle maybe two or less than 10 dynamic lights
29:10SPEAKERat any given moment before the performance shits the bed.
29:14SPEAKERSo if you do the basic world lighting
29:20SPEAKERfor all the light sources that can't be changed,
29:22SPEAKERcan't be turned on and off, can't be moved.
29:26SPEAKERI mean, 'cause turning on and off,
29:27SPEAKERactually you just flip a different light map on.
29:29SPEAKERBut if you can pick up the light
29:30SPEAKERand move it across the room or point it at something,
29:32SPEAKERlike you can and say control,
29:34SPEAKERthen that has to be a dynamic light.
29:37SPEAKERSo you pre-compute all the static lights
29:40SPEAKERand then you do the dynamic lights as dynamic lights.
29:46SPEAKER- Yeah, that's definitely, that's how it's been done
29:47SPEAKERfor the last, what, 20, 25 years at this point.
29:49SPEAKER- Forever, yeah, for all intents and purposes.
29:51SPEAKER- But I guess what I meant is I figured
29:52SPEAKERwe had already largely gone through that transition,
29:55SPEAKERbut it sounds like I was assuming a lot.
29:58SPEAKER- Well, I mean, there's other stuff like Unity.
30:00SPEAKERPeople in Unity use light probes for stuff.
30:02SPEAKERThere's, which are kind of in between.
30:05SPEAKERThey don't require pre-computing, but they're not dynamic.
30:11SPEAKERSo yeah, and they're only good
30:13SPEAKERfor certain pretty specific circumstances.
30:15SPEAKERSo most of the lighting solutions,
30:19SPEAKERincluding light maps, are good at some things
30:21SPEAKERand bad at others, and it's like any other tool.
30:24SPEAKERYou pick the tools that work for what you wanna do.
30:26SPEAKERAnd I assume some engines handle things differently.
30:29SPEAKERI haven't spent any time working with Unreal Engine,
30:31SPEAKERbut I know, I can tell from looking at shadows
30:36SPEAKERon games like PUBG and Fortnite
30:38SPEAKERthat they're pre-computing light maps for the world there.
30:40SPEAKERSo that if you have, for example,
30:42SPEAKERa guard booth that has some windows and some vertical rails,
30:46SPEAKERand then you see shadows inside that guard booth
30:48SPEAKERbased on where the sun is,
30:50SPEAKERthose things were all pre-computed,
30:52SPEAKERbecause when they bug out,
30:53SPEAKERthey make all sorts of interesting interference patterns.
30:56SPEAKER- And those are games where you're playing,
30:57SPEAKERand the maps are a little kind of a static sandbox, right?
31:01SPEAKERLike you don't need to worry about time of day
31:02SPEAKERor weather effects or stuff like that so much.
31:04SPEAKER- Right, I mean, and you can, there are hacks you can do.
31:08SPEAKERFor example, like in a game like Skyrim,
31:09SPEAKERwhere you want the sun to move across the sky,
31:11SPEAKERyou just compute 360 light maps with different sun positions,
31:15SPEAKERand you blend between them as the day goes on, right?
31:17SPEAKERYou'll see that in probably most, I would say,
31:19SPEAKERgames that do have time of day, like open world games.
31:22SPEAKERIf you just watch shadows on the ground,
31:24SPEAKERyou'll see them ticking along in very rigid increments
31:27SPEAKERrather than a smooth gradient.
31:30SPEAKER- Yeah, so something like,
31:32SPEAKERMinecraft is a good example of a dynamic light,
31:34SPEAKERbut they can do it because they treat each voxel face
31:37SPEAKERas like one pixel face for calculating the math,
31:39SPEAKERso it's relatively straightforward.
31:42SPEAKERBut yeah, so the lighting stuff is really huge.
31:45SPEAKERThere's a benefit, the other big benefit there
31:47SPEAKERis that the artist can literally,
31:50SPEAKERif you're doing all dynamic lights, the huge benefit is,
31:52SPEAKERyou can see what your changes look like in real time
31:55SPEAKERrather than having to change them
31:57SPEAKERand then bake the light map.
31:58SPEAKERAnd usually you bake a low res version of the light,
32:01SPEAKERmaybe a fast light map to get an idea,
32:03SPEAKERand then you don't know what it really looks like
32:05SPEAKERuntil you do the 24 hour run or whatever the big run is.
32:09SPEAKERAnd anytime you're doing that stuff,
32:10SPEAKEReither you have to have a machine that's dedicated to that,
32:13SPEAKERor you have to just not use your workstation
32:16SPEAKERfor the time that it's running,
32:17SPEAKER'cause it's gonna eat all the CPU and video card.
32:19SPEAKER- Do you think there are a lot of artists out there
32:21SPEAKERthat are just like falling to their knees
32:23SPEAKERand praising the heavens?
32:24SPEAKER'Cause it sounds like they're gonna be able
32:25SPEAKERto just export their high res assets
32:26SPEAKERand just drop them straight
32:28SPEAKERinto the development version of the game, right?
32:30SPEAKER- I mean, I think people are gun shy about that
32:32SPEAKERbecause we've heard that is a thing
32:34SPEAKERthat a lot of middleware promise.
32:36SPEAKERIt's one of those things when you walk around
32:37SPEAKERthe middleware booths in GDC,
32:38SPEAKERit's like, "Hey, take your high res cinematic assets
32:40SPEAKERand just drop them straight in."
32:41SPEAKERAnd then it never actually works out that way.
32:43SPEAKER- I would maybe give that kind of rhetoric
32:46SPEAKERa little more credibility coming from an epic
32:48SPEAKERthan your average middleware display at GDC.
32:53SPEAKER- I think that's true.
32:54SPEAKERAnd also if they're gonna come out and hype it up like that,
32:57SPEAKERthen they're going to have,
32:59SPEAKERthey feel like they have a pretty robust solution
33:01SPEAKERthat is applicable to a lot of people.
33:04SPEAKER- They can't really get away
33:05SPEAKERwith blowing a lot of smoke, right?
33:07SPEAKERBecause their tool is so widely used by so many
33:09SPEAKERand so many different applications.
33:10SPEAKERIf it doesn't live up to what they're pitching,
33:12SPEAKERthen we're gonna know pretty quickly.
33:14SPEAKER- Yeah, I think that's fair.
33:16SPEAKERThe other thing that I thought was interesting
33:17SPEAKERwas they talked about sound,
33:18SPEAKERwhich seems increasingly important.
33:20SPEAKERThe spatial sound recording and stuff like that
33:23SPEAKERis a real dark art.
33:24SPEAKERAnd you get into that,
33:29SPEAKERpeople started experimenting that with binaural audio
33:31SPEAKERwhen VR started taking off.
33:33SPEAKERBecause binaural, meaning that you literally
33:36SPEAKERput microphones inside things that are shaped
33:38SPEAKERlike human ears, so you can get a recording
33:42SPEAKERof what the sound is gonna sound like
33:43SPEAKERright at the point inside your ear canal.
33:46SPEAKERAnd then when you play that back through headphones,
33:48SPEAKERit mimics the spatial stuff.
33:50SPEAKERSo people use that for 360 and 180 videos a lot.
33:57SPEAKERThe programmatic version of that is HRTFs,
34:00SPEAKERwhich are head-related transfer functions,
34:02SPEAKERI think is what that stands for.
34:04SPEAKERBut basically, they use math to mimic the same thing,
34:06SPEAKERand they do a little bit of delay
34:07SPEAKERon when the sound plays in your left ear
34:10SPEAKERand your right ear, so that your brain interprets that
34:14SPEAKERas it would a sound coming from above and behind you
34:17SPEAKERor whatever, something you can't do
34:19SPEAKERwith just normal stereo separation.
34:23SPEAKERI'm interested to see how the sound field stuff
34:27SPEAKERthat they're talking about,
34:27SPEAKERwhich is the next more complicated version of that,
34:31SPEAKERit's when you use multiple microphones in an array
34:33SPEAKERto capture really accurately your sound stuff.
34:38SPEAKERAnd I'm interested to see what they're doing
34:41SPEAKERwith that as well.
34:42SPEAKERThey didn't really talk about it too much.
34:44SPEAKER- Another thing that stood out to me
34:46SPEAKERis that sequence right at the end
34:48SPEAKERwhere she's basically just running
34:49SPEAKERand flying and gliding through a massive amount
34:51SPEAKERof level design in a very short period of time,
34:53SPEAKERwhich seemed like it had the dual purpose
34:56SPEAKERof saying, look how fast we can stream these complex assets
34:58SPEAKERoff of this insanely fast storage mechanism.
35:01SPEAKERAnd also, here is us scaling all this complex geometry,
35:05SPEAKERand you're not seeing any pop-in, any anything, right?
35:07SPEAKERIt was just like pretty flawless looking.
35:10SPEAKER- I would really love to see the pipeline for,
35:14SPEAKER'cause I think they said that first cave was a scan.
35:17SPEAKER- Yes.
35:18SPEAKER- The one where they paused it.
35:19SPEAKERAnd I'd love to see the timeline for the artists
35:23SPEAKERthat worked on that level and see how much time was spent
35:26SPEAKERwith the scan, cleaning it up and applying textures
35:29SPEAKERand fixing overhangs and holes and stuff like that.
35:32SPEAKER'Cause I know anytime, we did some laser scanning stuff
35:35SPEAKERfor the tested episode of the food show
35:37SPEAKERwhere we went to Adam's Cave.
35:38SPEAKERAnd I know that the folks that did that
35:40SPEAKERspent an incredible amount of time,
35:43SPEAKERboth cleaning up, like cleaning up noise from reflections
35:47SPEAKERand transparency and stuff like that.
35:50SPEAKERBut then also making,
35:55SPEAKERI guess what I'm saying is when you do the 3D scans,
35:58SPEAKERat least with the stuff that I've used,
35:59SPEAKERyou end up with usually a point cloud
36:00SPEAKERthat's just a whole bunch,
36:01SPEAKERit's basically here's all the bounce backs
36:03SPEAKERand here's the colors we got at these different areas.
36:06SPEAKERAnd then you run the point cloud through a tool
36:08SPEAKERthat turns it into a mesh.
36:09SPEAKERAnd the hard part isn't,
36:11SPEAKERthe hard part of that process isn't turn the point cloud
36:13SPEAKERinto a really high resolution mesh.
36:15SPEAKERThe hard part is fix the errors in the scan.
36:18SPEAKER- Right.
36:21SPEAKER- So that you have something that doesn't have holes
36:22SPEAKERand doesn't look, doesn't unfairly represent
36:26SPEAKERthe thing that you're trying to scan and stuff like that.
36:28SPEAKER- If you've ever seen a raw version
36:30SPEAKERof one of those environment scans,
36:31SPEAKERlike it does look a little nightmarish in spots,
36:33SPEAKERlike there are parts where something was obscured
36:35SPEAKERand you just have it, like you said,
36:36SPEAKERa giant gaping hole in it.
36:38SPEAKER- Yeah.
36:38SPEAKER- Things can look smeared.
36:41SPEAKER- Yeah, like it's almost like the landscape version
36:46SPEAKERof the uncanny valley.
36:50SPEAKER'Cause you look at it and your brain is like,
36:52SPEAKERthis is not how rocks look.
36:53SPEAKER- Right, right.
36:54SPEAKERSo like that's kind of a bedroom.
36:55SPEAKERIt's like a nightmarish skewed version of one.
36:58SPEAKER- Well, and also most of the photo,
37:01SPEAKERlike photogrammetry is one of those things
37:02SPEAKERthat is exactly as good as the technology
37:05SPEAKERand effort that you put into creating the source photos.
37:09SPEAKERWe tried to do a photogrammetry scan of Adam's workshop,
37:14SPEAKERwhich is an incredibly noisy,
37:16SPEAKERit's like worst case environment for photogrammetry, right?
37:18SPEAKERThere's a lot of visual noise.
37:20SPEAKERThere's rafters, there's stuff hanging from rafters.
37:22SPEAKERSo there's occlusion everywhere.
37:23SPEAKER- Fair amount of shiny metal, I would bet.
37:25SPEAKER- Tons of shiny metal, tons of glass,
37:28SPEAKERtons of shadows, tons of bright spots.
37:30SPEAKERLike it's not a good, like-
37:32SPEAKER- A lot of high frequency detail in there.
37:34SPEAKER- Yeah, you want like a sound stage,
37:36SPEAKERlike a blank empty black box to do photogrammetry, right?
37:39SPEAKERAnd this is not that.
37:41SPEAKERAnd we spent two or three days collecting photos
37:44SPEAKERand then tried to munch in like the smallest area
37:47SPEAKERand it just couldn't handle it, right?
37:49SPEAKERIt kept crashing the tool we were using.
37:52SPEAKER- But that's a good reality check for me
37:54SPEAKERbecause that was my big final question
37:56SPEAKERcoming out of this demo is-
37:58SPEAKER- Well, that was also with prosumer tools,
38:00SPEAKERnot necessarily like film quality tools.
38:01SPEAKERSo it's possible that there's better tools out there
38:04SPEAKERfor different markets.
38:06SPEAKER- 'Cause there have been,
38:07SPEAKEReven in the past generation of games,
38:08SPEAKERthere's been a couple really impressive examples
38:10SPEAKERof techniques like that.
38:11SPEAKERI want to say that the "Star Wars Battlefront" games
38:13SPEAKERhave used photogrammetry pretty well.
38:16SPEAKER- One of those environments?
38:17SPEAKER- Yes, I think Forza 7,
38:20SPEAKERone of the Forzas, I believe they were touting it
38:22SPEAKERfor some of their environments.
38:24SPEAKER- Oh, I can see that.
38:24SPEAKER- Canyons, rock, it seems like a good technique
38:27SPEAKERthat's well suited to a lot of large, fairly flat rocks.
38:30SPEAKER- So yeah, photogrammetry works best
38:32SPEAKERwhen the objects around you don't move.
38:34SPEAKER- Right.
38:35SPEAKER- Like grass is bad for photogrammetry,
38:37SPEAKERleaves are bad for photogrammetry.
38:39SPEAKER- I mean, that's the kind of thing
38:40SPEAKERyou would want to just generate artificially, right?
38:44SPEAKER- I think so, yeah.
38:45SPEAKER- Combination of art and code or something like that.
38:47SPEAKER- So in order to make the grassy environments,
38:48SPEAKERfirst we plow up, we pave over all the grass.
38:51SPEAKER- That's right.
38:52SPEAKER- And then you cut down all the trees
38:53SPEAKERand then you take your photogrammetry
38:55SPEAKERand then you apply the grass and the trees on top
38:57SPEAKERwith a paintbrush.
38:58SPEAKER- That's the history of human civilizational development,
39:00SPEAKERright? Destroy the natural world in order to recreate it.
39:04SPEAKER- Yes, so the thing I was going to ask though is,
39:06SPEAKERI mean, we're going back to the kind of history
39:08SPEAKERof visual effects again.
39:10SPEAKERAnd this is kind of inverting the example a little bit,
39:12SPEAKERbut like they've been scanning maquettes,
39:15SPEAKERphysical models made out of clay or whatever,
39:17SPEAKERpeople that, because a lot of people can work
39:20SPEAKERa lot faster by hand or get finer detail in some cases,
39:23SPEAKERnot to, I mean, that's not to denigrate
39:26SPEAKERthe discipline of 3D modeling.
39:28SPEAKERObviously you can get a lot of great results with that too.
39:30SPEAKERBut the point is like you can have a sculptor make a model,
39:33SPEAKERscan that in as an incredibly high resolution model
39:35SPEAKERand then turn that into a character in a movie.
39:39SPEAKERThey were doing that like 20 years ago.
39:41SPEAKERLike I've wondered if we,
39:43SPEAKERand I don't know, maybe you can speak to this.
39:44SPEAKERLike, do you think we're ever going to get to the point
39:45SPEAKERwhere maybe at least in some cases where it's appropriate,
39:49SPEAKERyou're not building levels in a computer,
39:52SPEAKERbut you are building sets on a stage
39:54SPEAKERand scanning those in as the basis of your level.
39:56SPEAKERYou know what I mean?
39:58SPEAKER- Wow.
39:58SPEAKER- Because you talk about the amount of art
40:01SPEAKERthat gets outsourced, like some of these environments
40:03SPEAKERwith the insane amounts of discrete art.
40:08SPEAKER- Yeah, even something like those Assassin's Creed,
40:10SPEAKERthe modern Assassin's Creed games
40:12SPEAKERhave just a terrifying amount of art in them.
40:14SPEAKER- Right, and you see how much, even in high budget games,
40:17SPEAKERhow much of that just gets iterated over ad nauseum.
40:19SPEAKERIt's like, oh, there's that church again for the 12th time
40:21SPEAKERand stuff like that.
40:24SPEAKERAnd it makes me wonder in a lot of cases,
40:25SPEAKERit's like, oh, instead of having people model
40:28SPEAKERunique packs of cigarettes and ashtrays and whatever,
40:32SPEAKERcould you see cases where instead
40:34SPEAKERyou are just scanning environments
40:36SPEAKERthat you can set dress probably a lot faster
40:39SPEAKERthan you can generate all that stuff artificially, right?
40:43SPEAKER- So in a world where movie and TV tie-in games
40:51SPEAKERdidn't essentially move mobile five, six years ago,
40:54SPEAKERI could definitely see somebody going into the Iron Man
40:58SPEAKERset for Iron Man 2 and scanning that
41:01SPEAKERand using that as the basis for your world hub
41:05SPEAKERfor the Iron Man 2 game or whatever, right?
41:07SPEAKER- Because you've already spent the budget on that set
41:09SPEAKERand it already exists.
41:10SPEAKER- Yeah, I don't think people are gonna build
41:13SPEAKERphysical environments 'cause it's usually a lot cheaper
41:15SPEAKERto just do it digitally.
41:16SPEAKERThat's why we do a lot of shooting on green screens.
41:18SPEAKERWe're gonna talk about that with the Mandalorian
41:19SPEAKER'cause it is applicable here.
41:22SPEAKERBut what I can see happening is if you go to a prop shop
41:27SPEAKERin LA, you can go to these huge, huge warehouses
41:30SPEAKERwhere they have like 3,000 different packs of cigarettes
41:35SPEAKERfrom the last 50 years.
41:37SPEAKERAnd you can get, if you're making a film set in the '70s,
41:40SPEAKERyou can get a pack of Marlboros from the '70s
41:42SPEAKERand you rent that or buy it or whatever for your shoot.
41:49SPEAKEROr if you're making a 12 Monkeys game
41:52SPEAKERand you need a black hard side Samsonite suitcase
41:55SPEAKERfrom 1993, you can go find the black Samsonite
41:59SPEAKERhard side suitcase from 1993.
42:02SPEAKERWhat I could see is people going through and scanning,
42:04SPEAKERespecially for like, if you're making a Jason Bourne game,
42:07SPEAKERyou go to the hand prop store in LA and you get all,
42:10SPEAKERyou rent all the shit that you need for that game,
42:12SPEAKERlike the actual physical items, and then you scan them
42:16SPEAKERand then you debrand them as needed
42:20SPEAKERto make the legal team happy.
42:22SPEAKERBut you have essentially, you know, the trade dress
42:25SPEAKERof the era specific props for the game you're making.
42:30SPEAKERI totally see that working for props.
42:32SPEAKER- In fact, actually I saw that very idea floated
42:34SPEAKERas a negative on Twitter that this sort of new
42:38SPEAKERemerging model could in fact lead to a lot more people
42:41SPEAKERjust relying on existing asset libraries.
42:42SPEAKERSo you're actually going to see a lot more
42:44SPEAKERof the same art popping up in different places
42:46SPEAKERand that sort of thing.
42:47SPEAKER- I mean, you're always, look this doesn't have anything
42:52SPEAKERto do with asset libraries, right?
42:53SPEAKERThe asset libraries are there, they're available.
42:55SPEAKER- That's true.
42:56SPEAKER- We know, like what's the best game
42:59SPEAKERthat did a bunch of asset flipping?
43:00SPEAKERProbably it's like, I mean, well,
43:04SPEAKERBen and Fadi made Getting Over It,
43:05SPEAKERwhich is about found assets and all that.
43:08SPEAKER- Yeah, that's appropriate thematically.
43:10SPEAKER- Yeah, there's a lot of, but there's a lot of,
43:13SPEAKERthere's a lot of mobile games that use, I mean,
43:17SPEAKERI know I mentioned PUBG a lot, but PUBG used a lot
43:20SPEAKERof assets that are from the Unreal Asset Store
43:23SPEAKERfor like the first map because they didn't have
43:25SPEAKERa huge art team.
43:26SPEAKERIt's, you're always, the asset store is always
43:29SPEAKERgonna be a problem.
43:30SPEAKERYou're not gonna get massive scanned libraries
43:31SPEAKER'cause scanning stuff is expensive
43:33SPEAKERand time consuming enough that it's not like,
43:36SPEAKERit's not like uploading your photos from Flickr
43:39SPEAKERto Getty Images and hoping you're gonna get $3
43:41SPEAKERfor somebody licensing your photo.
43:43SPEAKERIf you spend 40 hours building a fire tower
43:47SPEAKERin Blender or Maya or something and you're not gonna
43:51SPEAKERjust upload it hoping that somebody pays you 50 bucks
43:53SPEAKERfor it 10 times and makes it worth your three days work
43:56SPEAKERor whatever it was.
43:57SPEAKER- Sure, that's probably for the best because you talk
44:00SPEAKERabout all the like kind of ready to go rental prop
44:03SPEAKERand set services in LA and that sort of thing.
44:06SPEAKERIf people were getting to the point where they were just
44:08SPEAKERlike scanning stuff like that in for level design,
44:09SPEAKERthat would lead to the situation where the police station
44:13SPEAKERthat you put in your game turned out to be the same one
44:15SPEAKERthat you saw in that porn.
44:17SPEAKER- Yeah, a couple years ago.
44:19SPEAKERYeah, like you're recording your E3 shows
44:21SPEAKERand somebody's like, I saw this, I recognize this
44:24SPEAKERfrom somewhere I can't tell where.
44:25SPEAKER- Yeah, so let's say whether you're covering E3
44:27SPEAKERor making video game levels, be careful what kind
44:30SPEAKERof studio space you rent and or scan.
44:34SPEAKER- Well, and then the other thing is like,
44:38SPEAKERstyle always matters more than quantity of art, right?
44:44SPEAKERMore art doesn't beat better designed more stylish art ever.
44:48SPEAKERSo like if you have a billion polygons, that's great
44:52SPEAKERbut if the billion polygons look like crap,
44:54SPEAKERI would rather play Wind Waker with a handful of polygons
44:59SPEAKERrunning on a GameCube 20 years ago than whatever
45:03SPEAKERyour giant hyper poly, whatever extravaganza is.
45:07SPEAKER- Totally.
45:08SPEAKER- Okay, so speaking of Unreal,
45:10SPEAKERlet's talk about The Mandalorian.
45:12SPEAKER- Okay.
45:13SPEAKER- I watched the entirety of this show almost
45:15SPEAKERbefore I found out how they shot a lot of the scenes.
45:18SPEAKERAnd when I found out I was blown away.
45:20SPEAKER- So that is fascinating for me to hear
45:21SPEAKERbecause I have not seen any of the show
45:23SPEAKERbut I have watched all of the stuff they've put out
45:25SPEAKERjust about the production of it.
45:27SPEAKERSo I came at it from the other angle of like,
45:29SPEAKERoh, I know how they made that even though I haven't seen it.
45:31SPEAKERSo hearing you say that they fooled you is like,
45:34SPEAKERthat's pretty much the proof in the pudding, right?
45:37SPEAKER- I was, it worked.
45:40SPEAKERI assumed it was all green screen, if not shot on location.
45:44SPEAKERAnd I was very surprised.
45:46SPEAKERSo the thing we're talking about,
45:49SPEAKERso The Mandalorian is Jon Favreau's,
45:52SPEAKERJon Favreau was the executive producer
45:54SPEAKERon a show called The Mandalorian, which is on Disney Plus.
45:58SPEAKERIt's the first Star Wars TV show
45:59SPEAKERand you have to subscribe to the service to get it.
46:02SPEAKERThe neat thing about The Mandalorian is that
46:06SPEAKERinstead of shooting in front of green screens,
46:07SPEAKERwhich they did obviously shoot in front
46:09SPEAKERof some green screens and then composite
46:10SPEAKERin digital stuff on top of that.
46:12SPEAKERBut a lot of like their exterior shots
46:14SPEAKERare shot on a sound stage with an LED video wall,
46:18SPEAKERa high res LED video wall that kind of curves
46:21SPEAKERbehind the circular stage.
46:24SPEAKERAnd then what they do is they motion track the camera lens
46:28SPEAKERand they render the backgrounds live
46:31SPEAKERwhile the actors are performing
46:34SPEAKERand perspective warp those backgrounds.
46:37SPEAKERThey look 3D correct from wherever the camera happens to be.
46:41SPEAKERSo when you're standing off to the side,
46:42SPEAKERthey look, you've seen those chalk drawings
46:44SPEAKERthat like sidewalk artists do where when you're walking up,
46:47SPEAKERit looks like there's a guy standing on the sidewalk
46:48SPEAKERfrom like the exact right spot.
46:50SPEAKERAnd then as you get closer, the guy gets stretched out
46:53SPEAKERuntil he's like 30 feet long on the sidewalk.
46:55SPEAKERIt's like that.
46:56SPEAKERBut they're doing it live using Unreal Engine,
46:59SPEAKERusing the Unreal Engine to render the assets
47:01SPEAKERin the background.
47:02SPEAKER- And because it moves across the wall
47:03SPEAKERfrom the camera's point of view,
47:04SPEAKERit always looks perspective correct, right?
47:06SPEAKER- Yeah, so there's two things happening.
47:08SPEAKERAnytime the camera moves, the wall is rendering
47:11SPEAKERthe perspective from exactly where the camera is.
47:14SPEAKER- Which I assumed requires like an incredibly fine level
47:17SPEAKERof motion tracking.
47:19SPEAKER- I mean, it's what you would use for VR
47:20SPEAKER'cause it's literally the same thing that happens
47:23SPEAKERwhen you wear a Vive and you're, you know,
47:27SPEAKERyou're moving your head left and right.
47:28SPEAKER- Actually, it's funny when you put it that way,
47:30SPEAKERthat sounds incredibly simple, but for whatever reason,
47:31SPEAKERlike applying that to a large camera
47:33SPEAKERthat's like balanced on a guy's shoulder
47:35SPEAKERmakes that seem a lot more difficult for some reason.
47:37SPEAKER- Well, but I mean, just to be clear,
47:39SPEAKERwe do that too for things like virtual sets for,
47:45SPEAKERlike ESPN uses virtual sets for all of their stuff.
47:48SPEAKERSo it's like a huge green screen room
47:50SPEAKERand the camera moves and is tracked
47:51SPEAKERand they're rendering the background
47:53SPEAKERbased on where the camera is.
47:53SPEAKER- I mean, that's probably a camera on a jib
47:55SPEAKERthat's doing pretty predictable,
47:57SPEAKERlike smooth movement movements, right?
47:58SPEAKERAs opposed to a guy with like a handheld rig.
48:01SPEAKER- Well, so they don't, I'm trying to think.
48:03SPEAKERI don't, I guess there were some handheld shots in this.
48:05SPEAKERI don't remember a ton of handheld shots.
48:07SPEAKER- Okay, 'cause in some of the, so there's a lot of,
48:11SPEAKERI guess we'll put this in the show notes.
48:12SPEAKERThere's a fair amount of like behind the scenes footage
48:14SPEAKERthey've put out on this stuff.
48:14SPEAKERAnd at least in a lot of those demos,
48:16SPEAKERthey do show people walking around with cameras
48:18SPEAKERand doing it live, but.
48:20SPEAKER- So there's definitely handheld shots.
48:22SPEAKERA lot of them felt like gimbal or steady cams,
48:25SPEAKERlike gimbal shots or steady cams.
48:26SPEAKERI don't remember a lot of like, you know, like war,
48:30SPEAKERlike war photographer style, like running in shape.
48:33SPEAKERLike I don't remember any clover film business.
48:36SPEAKERYeah, but I mean, but at the same time,
48:39SPEAKERlike with the Vive, you can get the level of resolution
48:42SPEAKERand fidelity and that you would need to do this.
48:46SPEAKERSo it like, even if they,
48:49SPEAKERlike if they have a Vicon set up around the edge
48:51SPEAKERand they have the camera with a Vicon marker on it,
48:53SPEAKERthat's, they're going to get the speed
48:54SPEAKERthat they need probably.
48:57SPEAKERSo the interesting thing,
48:58SPEAKERso Disney Gallery is a series on Disney Plus.
49:01SPEAKERAnd they have, as of yesterday,
49:03SPEAKERwhen I watched it two episodes up about the Mandalorian,
49:07SPEAKERthey just posted the third one yesterday.
49:09SPEAKERAnd they do it like Jon Favreau's old show,
49:14SPEAKERDinner for Five, which was I think an A&E thing
49:18SPEAKERwhere he would get five directors or actors
49:20SPEAKERor DPs or screenwriters,
49:21SPEAKERset them up in an Italian restaurant in LA.
49:23SPEAKERAnd they'd talk about making movie,
49:24SPEAKERlike shop talk about making movies and telling stories
49:27SPEAKERand you know, like movie nonsense.
49:30SPEAKERIf you haven't seen it, it's an all time great.
49:32SPEAKER- Yeah, that sounds incredible.
49:33SPEAKERI have to look that up.
49:35SPEAKER- Well, and it was Favreau before Jumanji and Iron Man.
49:39SPEAKERSo it was like after Swingers and Made,
49:42SPEAKERthe other movie he made with Vince Vaughn,
49:44SPEAKERbut before he became like the dude who started the MCU.
49:47SPEAKER- Right.
49:49SPEAKERAnd did like Disney's go-to big budget guy.
49:52SPEAKER- What was before he got the blank check, right?
49:54SPEAKERIt was, you know, Jumanji opened up that door for him
49:57SPEAKERand then, so yeah.
50:00SPEAKERAnyway, highly recommend that.
50:01SPEAKERThe gallery is interesting.
50:02SPEAKERThey don't have a lot of technical details,
50:04SPEAKERbut the upshot is with the screen is it's three technologies.
50:07SPEAKERThey were like, we have these lead walls
50:08SPEAKERthat from a camera's perspective are indistinguishable
50:11SPEAKERfrom the real world, right?
50:13SPEAKERWe have motion tracking either with a traditional mocap setup
50:18SPEAKERor like a vibe type time of flight rig.
50:21SPEAKERThey could tell us the precise position of the camera
50:23SPEAKERat any given instant while the frames are recording.
50:27SPEAKERAnd then we also have this video game engine
50:29SPEAKERthat can render whatever we want
50:31SPEAKERat the resolution the screen has in real time.
50:34SPEAKERSo that when they're shooting,
50:35SPEAKERlike when they're shooting space scenes,
50:37SPEAKERthey build a virtual cockpit set up in front of the thing
50:40SPEAKERand they shake the cockpit on actuators.
50:44SPEAKERThey shake the cameras with motion control rigs,
50:47SPEAKERand then they're projecting the star field
50:48SPEAKERand the other spaceship on the background,
50:50SPEAKERon the screen behind him, perspective warped
50:53SPEAKERso that it looks right.
50:54SPEAKERAnd the upshot is that like when he's turning
50:56SPEAKERand looking at one of the other characters in the spaceship,
50:59SPEAKERlike you see the star field moving behind it.
51:01SPEAKERIt feels really real in a way
51:03SPEAKERthat green screen stuff kind of never does.
51:05SPEAKER- It feels real and it has just like,
51:06SPEAKERI feel like all the in-camera benefits you get from this
51:10SPEAKERare just like one of the coolest things I've ever seen.
51:12SPEAKERLike essentially you're getting the balance,
51:16SPEAKERlike the light reflections,
51:17SPEAKERthe ambiance of the background that you want to have
51:21SPEAKERbecause it's actually there
51:22SPEAKERas opposed to putting it in post, right?
51:23SPEAKERLike the stuff that you would normally add later
51:27SPEAKERis actually present and bleeding into the scene
51:29SPEAKERin an optical way that you're actually capturing.
51:31SPEAKERIt's just the coolest thing.
51:33SPEAKER- The stuff that you notice in bad green screening,
51:35SPEAKERlike light mismatches where the background,
51:38SPEAKERwhere when you do a green screen,
51:40SPEAKERyou light the characters the way you think
51:41SPEAKERyou're gonna want them lit in the background.
51:43SPEAKERAnd then if you change the way that background
51:44SPEAKERwants to be lit, you're stuck and you have to either
51:47SPEAKERlike color grade or something on the footage,
51:50SPEAKERor you have to go in and just deal with what you have
51:55SPEAKERand adjust and you end up with like slight inconsistencies
51:58SPEAKERin how the light works on the green screen background
52:01SPEAKERand the foreground when it's actually shot.
52:03SPEAKERSo this, you don't have any, like I watched this
52:05SPEAKERand I said it on one of the still entitled one,
52:07SPEAKERI'd watched the first episode or two,
52:08SPEAKERbut I was like, this is the best green screen work
52:09SPEAKERI've ever seen.
52:10SPEAKER- Right.
52:11SPEAKER- And then somebody wrote in and was like,
52:12SPEAKERwell, actually it's not green screen work, it's blah, blah.
52:14SPEAKER- Right.
52:15SPEAKER- So it's a lovely technology.
52:19SPEAKERIt let them shoot this much faster
52:21SPEAKERthan they were expecting to.
52:23SPEAKERYou know, they had a mixture.
52:24SPEAKERI think they had five directors who did this.
52:28SPEAKER- And I think they essentially conceived this
52:31SPEAKERfor this show, right?
52:32SPEAKERLike it's not like this technique was not in wide use
52:34SPEAKERprior to this, right?
52:36SPEAKER- This is the first time anybody's used it
52:37SPEAKERthat I'm aware of, yeah.
52:42SPEAKERLet's see.
52:46SPEAKERYeah, so they talk about,
52:49SPEAKERthey have different directors from different backgrounds.
52:50SPEAKERDave Filoni directed an episode or maybe two
52:53SPEAKERand wrote a bunch of them.
52:54SPEAKERHe did Clone Wars.
52:55SPEAKER- He's mostly out of animation.
52:57SPEAKER- Yeah, yeah, Clone Wars and Rebels.
52:59SPEAKERAnd he's basically like the keeper of the lore
53:02SPEAKERat Lucasfilm now, right?
53:03SPEAKERLike he's the George Lucas when George,
53:06SPEAKERnow that there's no George.
53:07SPEAKER- Right, instead of flannel shirts, you've got cowboy hats.
53:12SPEAKER- Exactly.
53:13SPEAKERTaika Waititi who directed Thor Ragnarok
53:15SPEAKERand What We Do in the Shadows
53:17SPEAKERand Hunt for the Wilderpeople directed an episode
53:20SPEAKERand is a character.
53:22SPEAKERDeborah Chow who did a bunch of TV,
53:28SPEAKERlike she's a TV background.
53:32SPEAKERAnd--
53:33SPEAKER- I think he's with Bryce Howard.
53:35SPEAKER- Directed what is my favorite episode.
53:39SPEAKERAnd she's like, she directs plays.
53:41SPEAKERLike that's what she directed up until this point.
53:43SPEAKERAnd then Rick, Femi, you directed another episode,
53:47SPEAKERthe heist episode.
53:48SPEAKERSo like this kind of felt like an anthology at first.
53:52SPEAKEREach director brings in a different feel
53:54SPEAKERand a different vibe,
53:55SPEAKERbut the key is how they use this technology.
53:58SPEAKERAnd it was really, really fascinating to see.
54:02SPEAKERSo I would highly recommend watching it
54:06SPEAKERif you have Disney Plus.
54:07SPEAKERI enjoyed it.
54:08SPEAKER- The one place where this breaks down for me a little bit,
54:10SPEAKERI mean, I'm not saying it breaks down
54:11SPEAKERbecause obviously the technique works,
54:13SPEAKERbut mentally there's a disconnect for me
54:15SPEAKERis when you mentioned the led walls
54:18SPEAKERlooking indistinguishable from reality to cameras.
54:21SPEAKERThat's the part that's hard for me to wrap my head around.
54:23SPEAKERLike the tangential benefits of this are obvious.
54:25SPEAKERLike you get the ambient lighting on actors,
54:26SPEAKERyou get like actors seeing what the set's gonna look like
54:29SPEAKERwhile they're performing,
54:30SPEAKERwhich is helpful for just putting themselves
54:31SPEAKERin the right head space or whatever.
54:32SPEAKERBut for whatever reason,
54:34SPEAKERthe part where you're pointing a camera at a screen
54:38SPEAKERand it looks real is hard for me to process
54:41SPEAKERbecause like maybe it's the background I come from,
54:44SPEAKERbut typically shooting video off of screens
54:46SPEAKERis like the worst possible thing you can do.
54:48SPEAKER- Well, so if you're, but when you control,
54:51SPEAKERso it's different shooting video off a screen at a trade show
54:54SPEAKERwhere you can't control how bright the screen is
54:56SPEAKERand all that stuff.
54:57SPEAKER- I know these are super high resolution.
54:58SPEAKERYou've got total control over what's coming out of them
55:00SPEAKERand what's on them.
55:02SPEAKERIt's just something about,
55:04SPEAKERit's something about what is at the end of the day,
55:06SPEAKERa 2D surface being made to depict a 3D reality
55:10SPEAKERis like, there's just, it's just,
55:11SPEAKERI mean, obviously it works, like I said.
55:13SPEAKER- Well, so, okay, there's two parts of it.
55:16SPEAKEROne is that it's like,
55:17SPEAKERthis isn't like an LED wall, like on a jumbotron.
55:20SPEAKERThese are the micro LEDs that are really, really small.
55:23SPEAKERAnd it's, we talked about it
55:24SPEAKERwhen we talked about future of display technology,
55:27SPEAKER'cause they're basically like,
55:29SPEAKERwhen you buy these panels,
55:33SPEAKERthey're basically just really, really,
55:35SPEAKERreally tightly packed RGB LEDs.
55:38SPEAKERThe other side of it
55:41SPEAKERis that they are controlling the lighting
55:42SPEAKERand they're controlling the lighting on the people.
55:44SPEAKERSo they're lighting the people to match the wall
55:46SPEAKERor they have some software in the pipeline somewhere
55:48SPEAKERthat adjusts, that lets the DP and the lighting folks
55:52SPEAKERadjust the actual amount of lumens coming out of the wall.
55:56SPEAKER- Right.
55:57SPEAKER- So that like when they're on the desert scene,
56:00SPEAKERwhen they're on the not Tatooine, Tatooine,
56:02SPEAKERthey don't blow out all the,
56:05SPEAKERthey're obviously not blowing out all the cameras
56:06SPEAKERand they probably just light to match the scene,
56:08SPEAKERwhich I guess. - Sure, sure.
56:09SPEAKER- Also, you know, honestly, at the end of the day,
56:11SPEAKERa matte painting is also a 2D surface
56:13SPEAKERthat is shot as reality. - Yeah.
56:15SPEAKER- So like, it's really, this is really nothing,
56:17SPEAKERbut an incredibly high-tech and dynamic matte painting.
56:20SPEAKER- Yeah, it's, one of the things I read,
56:23SPEAKERI feel like I read it in a Cinefix article
56:24SPEAKERor something when I was sitting at the tested shop one day,
56:26SPEAKERwaiting to shoot something,
56:28SPEAKERis like, they had situations
56:31SPEAKERwhere they were shooting something and they were like,
56:32SPEAKERyou know, I don't like where this Mesa is
56:34SPEAKERin the background with this shot.
56:35SPEAKERAnd they were like, well, can we, should we move Pedro,
56:38SPEAKERthe guy who plays the Mandalorian,
56:39SPEAKERso he's in a different frame.
56:40SPEAKERAnd they're like, no, let's just move the Mesa.
56:42SPEAKER- Yeah, they showed a little bit of that
56:43SPEAKERin one of the videos they put out.
56:45SPEAKER- They opened up Unreal Ed and they just grabbed the Mesa
56:47SPEAKERand picked it up and moved it like three inches
56:49SPEAKERto the right. - Rearrange this environment.
56:51SPEAKER- Yeah.
56:52SPEAKER- Yeah, they were talking about how fast
56:53SPEAKERthey can shoot different setups in the same day,
56:55SPEAKERjust going from scene to scene,
56:56SPEAKER'cause at some point you're basically just having to like,
56:58SPEAKERspread a different color of dust across the floor
57:01SPEAKERor whatever. - Well, and I mean,
57:02SPEAKERit's interesting 'cause it does,
57:05SPEAKERlike, it's not the same as like,
57:07SPEAKERmoving to a different sound stage
57:08SPEAKERwith a different set of props and stuff on it, right?
57:10SPEAKERLike, you're, this works because for this kind of TV show,
57:14SPEAKERit's shot like a Western and there's a lot of,
57:16SPEAKERlike, a guy standing out in front of a scenery,
57:20SPEAKERin front of a backdrop, you know, looking at the scenery
57:24SPEAKERor like, deciding where he's gonna go next.
57:27SPEAKERAnd there's a lot of like, quiet, introspective,
57:28SPEAKERthoughtful shots that are just these gorgeous,
57:31SPEAKERgorgeous backgrounds.
57:32SPEAKERSo it, like, it feels a little bit less honest
57:36SPEAKERnow that I know it's all just running it on real.
57:39SPEAKERBut it works and it feels, I mean,
57:42SPEAKERI guess it's no less honest than the fact
57:43SPEAKERthat they didn't fly the X-Wings and the TIE Fighters
57:46SPEAKERto make "Star Wars," right?
57:47SPEAKERThose are just, you know, motion control cameras.
57:50SPEAKERThey did present this as like a next technological,
57:57SPEAKERlike, the next leap.
57:59SPEAKERYou know, "Star Wars" always presents technological leaps.
58:02SPEAKERAnd then they were presenting this as this is the,
58:05SPEAKERthis is the next big one.
58:06SPEAKER- Yeah, like, some of that is, well,
58:08SPEAKERall of it is very well-deserved, I should say.
58:10SPEAKERBut I did start to say some of that
58:12SPEAKERis a little marketing-driven, I feel like.
58:13SPEAKERLike, it's good for the "Star Wars" brand
58:15SPEAKERfor them to say every, like, every 20 years
58:18SPEAKERthey have pushed film forward again.
58:19SPEAKERBut like, but that did-
58:20SPEAKER- I think that's fair.
58:21SPEAKER- Yeah, like I said, it is deserved.
58:23SPEAKERBut it did occur to me watching this.
58:24SPEAKERI was like, I was like, okay, this is kind of,
58:26SPEAKERthis is the motion control of this era, right?
58:29SPEAKER- Yeah, like, if you look at this-
58:29SPEAKER- Like, they developed that for the original "Star Wars"
58:31SPEAKERand then, like, digital sets and digital characters
58:34SPEAKERwas the thing for the prequels, and now there's this-
58:36SPEAKER- Well, and digital shooting.
58:38SPEAKERLike, they didn't shoot, you know, they shot those movies.
58:41SPEAKERI don't think they shot "Phantom Menace" on-
58:43SPEAKER- "Phantom Menace" was shot on 35 millimeter, but-
58:45SPEAKER- Yeah, it was on film.
58:46SPEAKERBut the other two were shot digitally.
58:48SPEAKER- "Attack of the Clones" was shot at 1080p,
58:49SPEAKERif you can believe it.
58:51SPEAKER- I mean, that isn't surprising.
58:52SPEAKER- 'Cause they were on, like, a prototype version
58:54SPEAKERof whatever Sony camera they used for that thing.
58:56SPEAKERLiterally, the source stock footage for that movie is 1080p.
59:02SPEAKER- I mean, look, it's fine.
59:03SPEAKERWe don't ever have to see that again,
59:04SPEAKERso we can just move on.
59:05SPEAKERThe sand gets everywhere, Brad.
59:06SPEAKER- That's true.
59:08SPEAKER- But, so the upshot on "The Mandalorian"
59:11SPEAKERis that they did manage to get a really cinematic feel
59:15SPEAKERon what seems like a pretty standard TV production timeline.
59:19SPEAKERLike, it feels, each of those episodes,
59:21SPEAKERthey're, like, an hour long,
59:22SPEAKERand each one feels like a little movie that you're watching
59:26SPEAKERthat just is set in, like, this weird offshoot corner
59:30SPEAKERof "Star Wars" that is, for me,
59:33SPEAKERthe most interesting thing I've seen in "Star Wars"
59:34SPEAKERsince probably "The Last Jedi."
59:35SPEAKER- Yeah, so, I was trying to think.
59:38SPEAKERI had a couple other quick questions.
59:39SPEAKERI don't think they put any info out about this,
59:41SPEAKERbut what do you think their little, kind of,
59:42SPEAKERreal-time render farm looks like in that situation?
59:46SPEAKER- I'm sure it's a shitload of GPUs
59:48SPEAKERand some, like, 64-core workstation.
59:50SPEAKER- Yeah, or even multiple workst--
59:52SPEAKERI don't know if that's--
59:53SPEAKER- Did they say what resolution it was?
59:55SPEAKERI mean, you can figure out from fill rates, probably.
59:56SPEAKER- That's the thing I would love to hear.
59:58SPEAKERI would love to see some stats on all that stuff.
1:00:00SPEAKER- The thing, I wanna go back and rewatch it,
1:00:02SPEAKER'cause I haven't watched it.
1:00:03SPEAKERMaybe we could do this as a patron benefit
1:00:05SPEAKERand do a six-months of rewatch of "Mandalorian,"
1:00:11SPEAKERtalk about each episode or something, but it's...
1:00:16SPEAKERI wanna know, like, I don't remember how much Boca
1:00:18SPEAKERand stuff they did on those background shots,
1:00:22SPEAKERand I'm curious if they did it in Unreal
1:00:24SPEAKERor if they did it in camera.
1:00:25SPEAKER- Sure, that's a shot, right.
1:00:28SPEAKEROr maybe they both could work in tandem.
1:00:30SPEAKERThat's an interesting point.
1:00:31SPEAKERI didn't even think about that.
1:00:32SPEAKERIt did make me wonder if, do you think there are
1:00:34SPEAKERsome kind of focus or depth of field limitations on this?
1:00:38SPEAKERYou can't focus in too tightly on those backgrounds
1:00:40SPEAKERwithout them starting to show the seams?
1:00:43SPEAKERI don't know.
1:00:44SPEAKER- I mean, I hope that one of these episodes
1:00:47SPEAKERof this gallery show ends up having the DP
1:00:51SPEAKERand the lighting people talking about how the tech works
1:00:55SPEAKERand how they work with the tech,
1:00:56SPEAKER'cause I feel like this is definitely a situation
1:00:59SPEAKERwith the motion control, with the digital actors,
1:01:00SPEAKERwhere they had to figure out entirely new ways
1:01:03SPEAKERof doing stuff that has been essentially unchanged
1:01:06SPEAKERsince clay glights went out of vogue in the '60s, right?
1:01:12SPEAKERSince we got kinos and floods and stuff that are bright
1:01:17SPEAKERwithout potentially burning down the sound stage,
1:01:21SPEAKERI'm very curious how they adapted to this new tech.
1:01:27SPEAKER- Yeah, that stuff would be fascinating to hear about.
1:01:28SPEAKERI don't know what it says about me that 90% of the time
1:01:30SPEAKERI would rather watch behind the scenes stuff like that
1:01:33SPEAKERthan the actual production.
1:01:35SPEAKER- I think that's, look, you like to know how stuff works.
1:01:37SPEAKER- Yes. - That's why we do
1:01:38SPEAKERthis podcast. - Absolutely.
1:01:39SPEAKER- We like to know how stuff works.
1:01:40SPEAKER- Absolutely, last question in that vein
1:01:42SPEAKERabout this thing real quick.
1:01:44SPEAKERDo you think they are recording the lighting data,
1:01:46SPEAKERlike the ambient lighting data from specific shots,
1:01:49SPEAKERlike the shots that end up in the final product,
1:01:51SPEAKERso they can use that lighting data on the CG
1:01:55SPEAKERthat does get produced in post-production?
1:01:57SPEAKER- Yeah, that happens in every,
1:01:59SPEAKERanytime that there's gonna be CG in a shot, they do that.
1:02:01SPEAKER- Right, but what I mean is now they're doing it
1:02:03SPEAKERprogrammatically instead of with physical lights,
1:02:07SPEAKERthey're telling Unreal Engine what to do.
1:02:09SPEAKER- Well, but they still have to light the characters, right?
1:02:14SPEAKER- Yeah, but a lot of that lighting is coming
1:02:17SPEAKERfrom the screens at this point, or some of it is,
1:02:19SPEAKERlike some of the lighting that gives a lot of character
1:02:21SPEAKERin terms of colorization, right?
1:02:23SPEAKER- So the backlighting is, the stuff that's coming
1:02:26SPEAKERfrom the scene is, but undoubtedly,
1:02:29SPEAKERthey have a really dynamic set of lights
1:02:31SPEAKERthat they can probably control on the fly
1:02:34SPEAKERand maybe even programmatically.
1:02:36SPEAKER'Cause like, it's not just the scene,
1:02:38SPEAKERit's not just the scene backdrops,
1:02:39SPEAKERit's not just like the landscapes and stuff.
1:02:42SPEAKERThey literally shot the space fight scenes,
1:02:44SPEAKERlike with the cockpit shots in front of this thing, right?
1:02:48SPEAKERThey're using it for all sorts of stuff
1:02:49SPEAKERin all kinds of days, times of day and night,
1:02:52SPEAKERand it's really fascinating.
1:02:54SPEAKERNow, the weird thing is, with this,
1:02:58SPEAKERif you wanna, if like you're on the set
1:03:00SPEAKERand you wanna change the way a building looks or something,
1:03:03SPEAKERyou have to actually have the digital artists there
1:03:05SPEAKERand ready to go.
1:03:06SPEAKER- Right.
1:03:07SPEAKER- Presumably the ones who worked on it.
1:03:09SPEAKER- Yeah.
1:03:10SPEAKER- Because it's not like they can do it in post now, right?
1:03:14SPEAKER- Right, it's like, hey, could you break a few
1:03:15SPEAKERof these windows out for me for the next shot?
1:03:17SPEAKER- Yeah, or hey, we wanted to have the door
1:03:20SPEAKERon the other side of this building,
1:03:21SPEAKERso it would be facing this way,
1:03:22SPEAKERor can you rotate the build, like it's easy
1:03:25SPEAKERto pick up the building and rotate it 90 degrees
1:03:27SPEAKERand put it back down.
1:03:28SPEAKERIt's not easy to tear out the door
1:03:30SPEAKERand put another door in its place or something like that.
1:03:32SPEAKER- Right, right.
1:03:35SPEAKER- So yeah, and like if there's a physical,
1:03:38SPEAKERlike if it's a situation where they're building
1:03:39SPEAKERa physical building for like the characters to walk in
1:03:43SPEAKERand then still have the scenery in the background
1:03:45SPEAKERshowing through the screen in the background
1:03:46SPEAKERshowing through the windows,
1:03:48SPEAKERthen that's a whole other challenge as well.
1:03:52SPEAKER- It's fascinating.
1:03:53SPEAKERI will watch everything that people make about this.
1:03:55SPEAKERI wanna find that Cinefix article,
1:03:58SPEAKERwhich is almost certainly paywalled.
1:04:01SPEAKERBut yeah, this is magical.
1:04:04SPEAKER- Totally, a lot of interesting stuff happening
1:04:06SPEAKERin real-time computer graphics these days.
1:04:08SPEAKER- Yeah.
1:04:09SPEAKER- Also, I have this hunch that if Epic ever stops having
1:04:12SPEAKERthe biggest video game in the world,
1:04:14SPEAKERthey're probably still gonna be okay,
1:04:16SPEAKER'cause this Unreal Engine thing seems to be going places.
1:04:19SPEAKER- It turns out I never in a million years when I played
1:04:23SPEAKERthe first Unreal would have thought,
1:04:25SPEAKERoh, at some point I'm gonna watch a Star Wars
1:04:26SPEAKERthat they made almost like a significant portion
1:04:29SPEAKERof it in this engine.
1:04:29SPEAKER- Don't even open that can of worms
1:04:31SPEAKERbecause I was extremely on the Quake side of that debate
1:04:35SPEAKERback in the day.
1:04:36SPEAKER- Me too.
1:04:37SPEAKER- When it came down to engines,
1:04:38SPEAKERI preferred playing shooters in.
1:04:42SPEAKERSo I think things who have turned out this way
1:04:44SPEAKERis pretty surprising in retrospect.
1:04:46SPEAKER- There you go, there you go.
1:04:48SPEAKERI think that's as good a place as any to wrap it up.
1:04:50SPEAKER- Yeah.
1:04:51SPEAKER- As always, we would like to thank all of our patrons
1:04:55SPEAKERwho support the show every week.
1:04:56SPEAKERThere are--
1:04:57SPEAKER- Thank you so much.
1:04:58SPEAKER- I think there are more than 500 now,
1:05:00SPEAKER567 patrons right now.
1:05:02SPEAKERSo thank you all.
1:05:02SPEAKER- Thank you, yeah.
1:05:04SPEAKER- Yeah, we really appreciate your contributions.
1:05:07SPEAKERAnd a special thank you to our executive producer patrons,
1:05:12SPEAKERDavid Allen, Andrew Cotton and Jacob Chappell.
1:05:15SPEAKERThank you guys so much.
1:05:16SPEAKER- Yes.
1:05:17SPEAKER- Hey, we've had...
1:05:19SPEAKEROkay, so patron Discord time.
1:05:23SPEAKER- Oh boy.
1:05:26SPEAKER- I worked on Home Assistant this week.
1:05:28SPEAKERThat was my project for the week.
1:05:29SPEAKER- Okay, yes, I saw that one.
1:05:30SPEAKERYou sounded like you were having a real good time with that.
1:05:33SPEAKER- So normally my approach for that kind of project,
1:05:40SPEAKERlike I'm doing something that's complicated,
1:05:42SPEAKERI usually take the hard part,
1:05:44SPEAKERthe hardest thing that I have to have
1:05:46SPEAKERfor me to be able to use it and start with that
1:05:49SPEAKERand then go progressively easier.
1:05:51SPEAKERMight've been a mistake this time,
1:05:53SPEAKERbut I can't get Siri to work with.
1:05:55SPEAKERI can't get it to connect to Siri at all,
1:05:57SPEAKERto the HomeKit stuff.
1:05:58SPEAKERSo it won't, like HomeKit won't work.
1:06:02SPEAKERHomeKit won't connect to Home Assistant,
1:06:03SPEAKERwhich means I can't use Siri to control lights.
1:06:06SPEAKERAnd if I can't use Siri to control lights,
1:06:07SPEAKERI'm out on Home Assistant entirely.
1:06:10SPEAKER- What you're saying is it requires an incredible amount
1:06:13SPEAKERof manual labor in order to automate.
1:06:16SPEAKER- I think what I'm going to do,
1:06:19SPEAKERI think what I'm going to do is put it on a Raspberry Pi
1:06:22SPEAKERto see if it's the FreeNAS/BSD implementation.
1:06:24SPEAKER- Oh my God, don't even get me started.
1:06:26SPEAKERThat is a whole episode and it's so...
1:06:29SPEAKER- Some BSD, like it could be the way BSD
1:06:31SPEAKERis Vnetting the jail that Home Assistant lives in.
1:06:35SPEAKER- Well, that could probably be worked around.
1:06:37SPEAKER- Yeah, like, but the problem is right now-
1:06:40SPEAKER- That's just a platform idiosyncrasy.
1:06:41SPEAKER- Well, but Apple doesn't give it,
1:06:44SPEAKERApple's error messages are garbage as well established.
1:06:47SPEAKER- Sure.
1:06:47SPEAKER- The Home Assistant error message is not,
1:06:53SPEAKERit's just failing quietly no matter what debug setting
1:06:56SPEAKERI put it on.
1:06:57SPEAKER- It's always a good time.
1:06:58SPEAKER- Yeah, so like, I don't know what the hell I'm gonna do,
1:07:00SPEAKERbut the Discord has been incredibly helpful.
1:07:03SPEAKERSo thanks to everybody in the Discord,
1:07:04SPEAKERthey answered questions.
1:07:06SPEAKERYou guys had a fascinating question yesterday or today.
1:07:09SPEAKERI've got a conversation about,
1:07:12SPEAKERwell, you talked about the Unreal Engine stuff.
1:07:14SPEAKERThere's so many.
1:07:15SPEAKER- Yeah, I mean, your programming chat
1:07:17SPEAKERhas been really, really interesting.
1:07:19SPEAKERI think people are trying to get you to start programming.
1:07:21SPEAKER- I'm pretty close, honestly, I've been doing enough,
1:07:23SPEAKERI've been doing enough PowerShell
1:07:25SPEAKERand now getting into some Bash scripting that like,
1:07:27SPEAKERit's not, it's pretty, it's kind of a top skip
1:07:29SPEAKERand jump away from there, right?
1:07:31SPEAKER- Do you have a GitHub account yet?
1:07:32SPEAKER- I might, yeah, I've got like three.
1:07:35SPEAKER- Have you pushed?
1:07:36SPEAKER- No, I have not forked anything yet.
1:07:38SPEAKER- You haven't made a new branch off master.
1:07:40SPEAKER- I will say, well, I shouldn't get into this.
1:07:42SPEAKERI have an idea, basically, I've been thinking for a while.
1:07:46SPEAKERIn fact, you know, I fed that question to Fitz
1:07:48SPEAKERthrough you last week about like,
1:07:49SPEAKERhey, what about a middle aged dude
1:07:52SPEAKERwho's kind of interested in coding a little bit?
1:07:54SPEAKERI have a need.
1:07:56SPEAKER- Yeah, I have identified your world.
1:07:58SPEAKER- I have identified a need in my daily workflow.
1:08:01SPEAKERI'm like, you know what, I wish I could do X.
1:08:04SPEAKERAnd I looked around and I was like,
1:08:05SPEAKERI can't find a good little thing
1:08:06SPEAKERthat just does X and nothing else.
1:08:09SPEAKER- This is where it begins.
1:08:09SPEAKER- What if I just made it?
1:08:11SPEAKERSo I'm not gonna say what it is
1:08:12SPEAKER'cause it's very likely beyond me,
1:08:14SPEAKERbut I'm gonna look into it.
1:08:16SPEAKER- You're never gonna know it's beyond you
1:08:17SPEAKERif you don't try it though.
1:08:18SPEAKER- I'm gonna look into it.
1:08:19SPEAKER- There you go, that sounds awesome.
1:08:21SPEAKER- We'll see where that goes.
1:08:21SPEAKERAnd yeah, people are incredibly,
1:08:23SPEAKERnot only insanely knowledgeable,
1:08:27SPEAKERlike there's like just an astonishing level
1:08:29SPEAKERof expertise on there,
1:08:30SPEAKERbut they're also just very gracious with their time
1:08:32SPEAKERand very helpful and friendly.
1:08:34SPEAKERWell, it's just been a super fun time.
1:08:36SPEAKER- It's been a really like supportive, incredible community.
1:08:40SPEAKERLike people are having a hard time with stuff.
1:08:43SPEAKERPeople come in and like, you know,
1:08:45SPEAKERgive them a light rah-rah and all that.
1:08:48SPEAKERIt's been really neat.
1:08:51SPEAKERLike I said, I say this every week,
1:08:52SPEAKERbut I learned something almost every day in the Discord.
1:08:54SPEAKER- Absolutely.
1:08:55SPEAKER- And you can get access by subscribing to the Patreon
1:08:58SPEAKERby going to patreon.com/techpod.
1:09:02SPEAKERAnd that'll do it, I guess.
1:09:04SPEAKERI'm glad your nose is doing better, Brad.
1:09:06SPEAKER- It's getting there.
1:09:07SPEAKER- You sound much better than you did last week
1:09:08SPEAKERwhen I talked to you before the fifth show.
1:09:10SPEAKER- Yes, that was, well, I still had gauze strapped to my face
1:09:13SPEAKERat that point, so I'm definitely doing better.
1:09:16SPEAKER- I think Fitz is on to come back.
1:09:18SPEAKERI don't think any of us expected
1:09:21SPEAKERthe source management conversation
1:09:23SPEAKERto be the thing that the Patreon went hog on.
1:09:27SPEAKER- You know what, there are a lot of Git users
1:09:29SPEAKERin software development these days.
1:09:30SPEAKERAnd so when there are strong opinions about Git,
1:09:33SPEAKERI'm not surprised that some people
1:09:34SPEAKERend up agreeing with them.
1:09:36SPEAKER- Yeah, we'll have to have somebody come in
1:09:37SPEAKERand talk about Emacs and VI next time.
1:09:40SPEAKER- I literally had the Emacs and VI conversation
1:09:43SPEAKERwith Vinny about three hours
1:09:44SPEAKERbefore we recorded this podcast.
1:09:46SPEAKER- Look, the answer is nano.
1:09:47SPEAKERJust load it.
1:09:48SPEAKER- That's exactly what I told him.
1:09:49SPEAKER- Package install nano.
1:09:50SPEAKER- You know what, here's how great
1:09:51SPEAKERand how gracious that Discord is,
1:09:53SPEAKERis that I went on there the other day
1:09:54SPEAKERbecause they were also having this conversation
1:09:56SPEAKERand I expressed my insecurity about mostly using nano.
1:09:59SPEAKERAnd somebody was like, "You know what?
1:10:00SPEAKEREditor shaming is bullshit, just use what you like."
1:10:03SPEAKER- Yeah, I mean, and--
1:10:04SPEAKER- I was like, "Okay, sure."
1:10:05SPEAKER- Well, and like, yeah, VI and Emacs are for programmers.
1:10:09SPEAKERNano is for people who need to edit console files
1:10:11SPEAKERis the way I look at it.
1:10:12SPEAKER- Pretty much.
1:10:13SPEAKER- Yeah.
1:10:14SPEAKERSee you next week, dude.
1:10:15SPEAKER- All right, thanks for having me.
1:10:16SPEAKER- Bye everybody, thanks for listening.
1:10:17SPEAKER(upbeat music)
1:10:39SPEAKER(upbeat music)