FIFA 22 - EA was able to create enough animation
In addition, those off-the ball movements - shouting, pointing, and posing that were so valuable to EA in capturing the physicality and intensity of a live game. "If an action-sports stuntman slides over an opponent in a motion capture zone and they come back up, it doesn't have the intensity of a real challenge," explains Eaves. "In this sport physical challenge, there is a real. The player gets up and is angry, we take all that energy and bring it into the game."
It was only after capturing 22 people over the span of 90 mins that EA was able to create enough animation, 8.75 million frames, to fuel its 'HyperMotion technology. Machine learning comes into play. "Previously, when a player takes the ball for the next step - for example, a shot, pass or dribble - - we've selected an animated sequence from our database" Eaves explains. "But it doesn't know the context. This data helps train the network, and it helps blend animations."
But how will the drive to be realistic affect a game which, ultimately, compresses 90 minutes of professional football to ten minutes or so of action? "It's positive," says FIFA YouTuber and streamer Chris Wood, aka Chesnoid Gaming. "The main purpose behind sports video games is that they replicate what you're seeing in real day-to-day life. Thus, it brings the game to life in a way. Instead of the five-minute portions of a video game it's like five minute halves of a real football game."
The idea is that moves, feints, and micro-movements recorded in southern Spain will help inform how the best players around the globe move throughout FIFA 22. Consider, for instance, Mo Salah: the nuances as he blocks the ball, the delicate movements as he accelerates, skips past lunging defenders, bears down on the goal before slamming it into his goal.
Their movements were immortalised on the night. The moment they're seen by more than 30 million gamers all over the world. This is the reason it mattered so in the eyes of both parties.
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