Introducing Enemies: The latest evolution in high-fidelity digital humans from Unity

Advancing the foundational work they did on The Heretic – seen by four million viewers – our award-winning Demo team now presents Enemies, a brand-new cinematic teaser featuring major advances for photorealistic eyes, hair, skin, and more – all rendered in real-time and running in 4K resolution.

Learn more about Enemies in our blog post.

An Enemies deep dive on Twitch
Assisted by our guest hosts Cinecom.net and Lars Stranden, Mark Schoennagel will be leading a breakdown session on Twitch. Join them for Unity’s new real-time cinematic: Enemies on Friday, March 25, 9:30 am PT / 17:30 CET.

13 Likes

You not gonna like this but is what I believe

Same as with the “The Heretic” “demo” that remained just a concept, this new video just showcase false promises.

There is no way for simple normal users like the majority of us to create something even remote to this video in unity at this stage or in the next few years.

For example, there is no engine module to create hair. I know this because I’ve tried for the past two years to make decent hair work. If it was not added in the last few days there is no module to create, animate or add hair to a character, not even in early alpha. Maybe it will be added in the near future and even then it will take years till will be implemented inside the engine. IF the development starts on this hypothetical module.

This demo needed a team of experienced professionals that used third party advanced modules.

Made in unity, yeah right.

Also, same as with the heretic demo it will not be available for user to look at since to get this result some modifications to the engine had been made that are not available for all of us.

It looks nice but pointless. It showcases that if one have a million dollar can create this demo. Nothing for me as a simple user.

7 Likes

Is raytracing and SSGI in HDRP 14 API agnostic? Does it run the same on Nvidia/AMD system?

Hopefully Unity is moving towards technologies that are useful to real projects with all these acquisitions they are doing. Would be great to see.

2 Likes

Unity isn’t targeting just “simple normal users” but even if it were the case we’ve had plenty of them asking for a hair solution for at least as long as I have been in this community. Plus all of these demos are intended to attract high paying customers and investors. A “simple normal user” is neither.

Contrary to past demos we’ve been told that all of this technology is not custom and will be made
available as packages. Check the “When can I have it?” section of the blog post.

https://blog.unity.com/news/introducing-enemies-the-latest-evolution-in-high-fidelity-digital-humans-from-unity

You don’t need a million dollars to create this demo.

4 Likes

I’m not follow your logic. High paying customers know that right now unreal can do exactly what is showcased in this proof of concept. There is hair, characters, skin, whatever. All the building and walls is not a big deal if you throw system power at it.

So why these high end paying customers could chose to invest money, wait for the development time to get stuff working, probably years, when they can just use that other engine right now?

So this is why I’ve said that this demo showcase false promises for people like me that 2 years ago looked at the “The Heretic” video and got tricked in thinking that could be possible in unity without having a huge budget.

Well this time I will not fall for this. And if I don’t fall for this, a big studio will not get tricked for certain.

About releasing this demo for all of us to see, that is in the future and I hope you are right, but I bet that it will never be released except in a limited form, and it will work with one particular unity version and throw errors with any other future version.

I don’t know how much this cost, but it is not unrealistic as you may think that unity invested some big bucks into this video. maybe is not one million but is not 100 dollars that is for sure.

Yes, indeed, you’re too busy falling for your own logic. I’m getting a very different vibe this time around. Historically Unity was always slow to commit to the release of the assets they used and never gave an indication that any of them would be useful in any way. I’m willing to put some faith in them this time and I’m usually slow to do that.

We must have very different definitions of “big bucks” then because while I said I don’t think it cost a million dollars I never said anything about it being practically free either. I can very easily see this in the hundreds of thousands of dollars range if we assume a few artists and a programmer or two working over a period of six to twelve months.

I imagine the bulk of the budget went into the human in the scene whereas the environment could very easily have been assets purchased online. Running Google’s new image search on one of the images immediately brought up multiple cathedral asset packs on various stores.

Hopefully we’ll find out on the 25th.

Edit: I just discovered the credits for the demo team. It’s likely more expensive than I thought but if it were like the company I work for I don’t see why you couldn’t combine the staff a bit better. My company’s management makes some of our artwork, for example.

https://unity.com/demos/enemies

Out of curiosity how much did you think initially that this demo costed?

All the modifications made to engine are already there or will land in 2022.2 vesions

How do you know this? The changes are listed somewhere? Can you give me a link?

https://mobile.twitter.com/robcupisz/status/1505876192519499784

good news then. we will wait for later this year to check the hair out of curiosity. better late than never. too late for my project but if unity actually get a hair solution, preferable one that works with normal hardware would be positive

Saw the GDC stream today. Hair package and tension map stuff looks amazing!

They are marketing to shareholders, when stakeholders are their main bread and butter. Unity needs to embrace what it is and stop trying to pander to a market that has no interest in them. Just take a look at the stock.

Unity needs to focus on generating consistent reliable income for investors to take the bait. With the Meta market being estimated at $8-$13 trillion dollars, Unity needs to focus on accessibility as well as ease of use to achieve a broader market. Things like high fidelity can come later, which will attract even more income.

My fear is that Unity has spread itself too thin, trying to accomplish too many goals that are taking too long to achieve. DOTS, UIToolKit and the “New” Input System as examples. All are not complete even to what Unity wants. All have been in production for years. So why would a high paying customer want that insecurity?

Is there any ETA for the demo / digital human 2 package? Was stated that it will be 1 - 2 month from GDC, which makes us be in that range now;) Cannot wait (I expect there’s lots of usable stuff at least for me, like skin tension, hair, improved eye shader; but then there was already lots of usable stuff in meta human 1 already. I see the demos more like something to learn from, less a ready made Toolbox).

Ideally I think they are planning to included them in some form when the 2022 will get out of beta and the 2023 version will be revealed. So around August/September this year. But it will be part of the alpha version so the features will be early alpha also, and they will not be recommended to use for production.

It will be part of the 2023 version. It will be a showcase of new stuff for that version.

So for using them “reliable” you need to wait till mid summer next year when the 2023 will get out of beta.

If all goes well.

2022.1 will probably go out of beta soon. Also the given timeline for publishing the demo and the hair package was Q2, and more specifically 1-2 month from GDC. The hair package will be separate from Unity release, and at GDC it was explained that all features used in the demo are already integrated into 2022.1. Actually, the demo runs on 2022.1 beta, unmodified. So not sure how you came to your conclusions?

Based on my experience with unity.

1 Like

Not the OP & I probably disagree on 95% of the things with @altepTest ; but considering Book of the Dead, Mega City, & The Heretic, having a stable 2023.1 release for the said package is a little bit optimistic.

1 Like

I don’t even mind whether it’s “stable”, whatever this means for a demo. I just like to take some stuff out of it and integrate it. I remember when Heretic demo came out, this was possible on day one; e.g. take the skin shader and integrate at least parts of it into own shader graph, minus the 4D stuff.
I am most interested in the hair simulation stuff, which looked VERY advanced in the GDC demo, and better than I have ever seen.