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Re:Northlight makes Alan Wake 2 shine by SirMaster on Tuesday November 07, 2023 @03:03PM (#38182028)
In the first example it's still really jarring how much their feet slide around on the ground, or sliding in place as they walk into an object without moving. I wonder when this will ever be solved.

Don't get me wrong, the engine is incredible and the visuals and systems are some of the best we have seen.

Re:Northlight makes Alan Wake 2 shine by Tade0 on Tuesday November 07, 2023 @03:14PM (#38182151)
I've seen a demonstration of a solution on the YouTube channel Two Minute Papers - it was actually about an algorithm that blended animations so that the transitions looked natural.
Re:Northlight makes Alan Wake 2 shine by jay_kyburz on Tuesday November 07, 2023 @04:32PM (#38183150)
I wonder how long it will be before we stop using animation and switch to an actual bipedal physics simulation where the agent actually knows how to walk and jump and run.
Re:Northlight makes Alan Wake 2 shine by Keyframe on Tuesday November 07, 2023 @05:11PM (#38183707)
We were there over a decade ago with Euphoria, but I think they've stopped selling/developing it? GTA 4 used it. https://www.youtube.com/watch?v=HauN98naZ9U
Re:Northlight makes Alan Wake 2 shine by ingenieros on Tuesday November 07, 2023 @06:29PM (#38184605)
They were acquihired by Zynga of all companies which then promptly proceeded to kill off all their products.
Re:Northlight makes Alan Wake 2 shine by ajdoingnothing on Tuesday November 07, 2023 @07:12PM (#38185013)
GTA IV's tech was quite ahead of its time (2008), with the integration of Euphoria (which had to be integrated in-house by NaturalMotion engineers inside Rockstar's studio @ Edinburgh). The other comment correctly pointed out that NaturalMotion was acquired by Zynga, who in turn got acquired by Take-Two (parent of Rockstar Games).. So who knows, perhaps we'll still see an updated version in the sixth major instalment of the franchise.
Re:Northlight makes Alan Wake 2 shine by midnightclubbed on Tuesday November 07, 2023 @09:13PM (#38185919)
Euphoria was used for a subset of animations, for the most part traditional mocapped animations (and a lot of them) were used to drive character movements. I don’t know if motion matching was used on GTA4 but it was on other Rockstar games at the time and subsequently.

Characters blended to the hand written, custom, euphoria behaviors in certain situations… it handled falls, stumbles, deaths, etc. Generally it replaced ragdoll physics but wasn’t used during most character movement behaviors.

Re:Northlight makes Alan Wake 2 shine by ekianjo on Tuesday November 07, 2023 @06:24PM (#38184554)
It seems like never because we had the tech before and everyone seems to be lazy about using it
Re:Northlight makes Alan Wake 2 shine by dymk on Tuesday November 07, 2023 @06:49PM (#38184804)
The keywords you're looking for are "procedural animation" and "inverse kinematics" - Overgrowth was doing this in 2009.

The developer did a presentation at GDC 2014 on it: https://www.youtube.com/watch?v=LNidsMesxSE

Re:Northlight makes Alan Wake 2 shine by wilg on Tuesday November 07, 2023 @07:27PM (#38185149)
I think you may be referring to motion matching, which this game uses and is discussed briefly in the article.
Re:Northlight makes Alan Wake 2 shine by ReactiveJelly on Tuesday November 07, 2023 @04:34PM (#38183176)
I'm surprised it's still a problem. Years ago a basketball game franchise bragged that the PS3 allowed them to do foot planting with inverse kinematics. Years before that, Shadow of the Colossus shipped on PS2... with IK foot planting.
Re:Northlight makes Alan Wake 2 shine by kylebenzle on Tuesday November 07, 2023 @06:22PM (#38184529)
Inverse kinematics is used but, again, that does not solve the problem of the trade off between response time and realistic movement. It simply "snaps" the feet to the ground.
Re:Northlight makes Alan Wake 2 shine by alpaca128 on Tuesday November 07, 2023 @07:04PM (#38184952)
A lot of the problems occur during movement, when responsiveness doesn't even matter. I still have yet to see a game where it's impossible to get randomly stuck at a fence or rock that instantly stops one's movement for example. Making the character dynamically avoid such minor obstacles would make the game more responsive, not less.

And games with fancy animations are often not just less responsive, but also less controllable in general: in Witcher 3 the character cannot walk backwards or turn in place, so you can literally fall off a cliff in front of you by trying to walk away from it. In terms of movement the only difference between Geralt and his horse is the turning radius.

Re:Northlight makes Alan Wake 2 shine by kylebenzle on Tuesday November 07, 2023 @09:58PM (#38186219)
I don't play any video games but it seems like you might be discussing a separate issue. A developer must choose between responsiveness and fluidity.
Re:Northlight makes Alan Wake 2 shine by alpaca128 on Wednesday November 08, 2023 @05:10AM (#38188520)
Responsiveness doesn't play a role in what I'm talking about. And if Boston Dynamics can integrate it into real-life robots to some degree then it can also be done in games.
Re:Northlight makes Alan Wake 2 shine by fulafel on Wednesday November 08, 2023 @01:56AM (#38187504)
Conflicting requirements stemming from the psychological illusion of movement spontaniety.

People don't want the realistic, slow response. Normally people aren't aware of how early their body starts a movement, the conscious brain has the illusion of just having decided it but it's actually started much earlier.

Re:Northlight makes Alan Wake 2 shine by Cthulhu_ on Wednesday November 08, 2023 @04:48AM (#38188394)
> People don't want the realistic, slow response.

That's it, there's the tradeoff; if they want legs to move naturally, they have to fight against what the user inputs. There's a setting in the Witcher 3 so that the character can turn on a dime / instantly, less realistic but more fun / responsive: https://www.escapistmagazine.com/difference-between-standard...

Re:Northlight makes Alan Wake 2 shine by 0xDEAFBEAD on Wednesday November 08, 2023 @08:03AM (#38189812)
Why doesn't the same apply to a joystick though?
Re:Northlight makes Alan Wake 2 shine by ux-app on Tuesday November 07, 2023 @05:47PM (#38184161)
It's always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls.

Personally I prefer snappy movement i.e. when I press left the screen character moves left immediately. A more realistic looking animation system introduces a delay while you wait for the feet animation to "catch up" to player input.

Re:Northlight makes Alan Wake 2 shine by jordanthoms on Tuesday November 07, 2023 @05:52PM (#38184216)
I guess the problem there is pretty fundamental - in reality you'd be tensing muscles and shifting your weight etc before the snappy movement, but the game only knows that you want to move when you move the stick or push a button - so it either has to show that realistic motion after your button press and introduce latency, or sacrifice the realism in the animations.
Re:Northlight makes Alan Wake 2 shine by ux-app on Tuesday November 07, 2023 @06:02PM (#38184317)
>I guess the problem there is pretty fundamental

yes absolutely, you can't have both realism and snappy response times.

Re:Northlight makes Alan Wake 2 shine by _kulang on Tuesday November 07, 2023 @06:08PM (#38184376)
Considering you walk around and don’t have a problem with it, I’d wager that putting a more realistic walk model into a game and changing the control scheme to be a bit more natural would lead to a learnable system for control that would achieve both goals. Say ZMP
Re:Northlight makes Alan Wake 2 shine by itishappy on Tuesday November 07, 2023 @06:25PM (#38184559)
> Considering you walk around and don’t have a problem with it...

I think humans are worse than this than you might think. Give it a try! Walk around and try to change directions on the fly, maybe have a friend shout suggestions to you. I can make maybe 2 or 3 adjustments per second, which gives about 400ms response time. That's about where RDR2 sits, and players criticized it for being unresponsive.

Re:Northlight makes Alan Wake 2 shine by JohnBooty on Tuesday November 07, 2023 @07:45PM (#38185299)
Tangential but a lot of sports drills are along these lines.

A great tennis drill is when your coach hits the ball to you and randomly yells "LEFT!" "RIGHT!" or "MIDDLE!" after you've begun your swing. Then you have to hit the ball in that direction. Helps hone your reaction time and helps you to have a "neutral" swing that doesn't telegraph your intentions to an opponent.

One can imagine variations in many sports.

Re:Northlight makes Alan Wake 2 shine by Aeolun on Tuesday November 07, 2023 @10:30PM (#38186405)
But if you take 400ms to respond, and the game takes 400ms to respond after that, the actual response delay is 800ms, which is quite a lot.
Re:Northlight makes Alan Wake 2 shine by hoseja on Wednesday November 08, 2023 @02:37AM (#38187691)
Likely not solvable until we have a BCI working.
Re:Northlight makes Alan Wake 2 shine by Retric on Wednesday November 08, 2023 @08:47AM (#38190235)
People take ~150 ms to react and press a key, the ~400ms in running/walking is because you need to first shift your feet into a new orientation and let gravity change your momentum. The physical distance signals need to travel down the length of your spine, and the need to move your feet is larger distance before any change can occur etc.

Watch a sprinting football player dodge. Their feet go in the opposite direction as they want to move the same way you move an inverted pendulum. If you want the top of an inverted pendulum to move left you move your hand to the right. It still looks very fast because you don’t see the initial ~200ms delay between deciding to doge and the point when their feet start to respond.

Most martial arts will teach their own type of footwork optimized for the style, but it’s common to use a shuffling motion which keeps people’s feet close to the ground. It allows for a more rapid change in direction but is slower and less effective than normal walking if you actually want to get somewhere. Fencing and Kendo want more mobility where wrestling and Judo wants more stability etc.

Re:Northlight makes Alan Wake 2 shine by notjoemama on Tuesday November 07, 2023 @06:20PM (#38184510)
I played RDR2 and was very happy to walk away from the molasses like movement once finished. It was realistic in both its behavior and cadence and I can emphatically say, give me fantasy (better/faster) movement in a playable fantasy world. Imagine waiting for a real time washer and dryer cycle in a video game because it’s “realism”. There are limits…
Re:Northlight makes Alan Wake 2 shine by ux-app on Tuesday November 07, 2023 @06:29PM (#38184595)
>changing the control scheme

Controllers use analog input for the sticks. I guess you could create a system which uses a dead zone where the player "signals" their intention by partially moving the stick in their desired direction.

This would be incredibly cumbersome though, and the payoff would not be worth it.

Re:Northlight makes Alan Wake 2 shine by 4hg4ufxhy on Tuesday November 07, 2023 @06:16PM (#38184458)
It would still feel unresponsive in comparison. Just like normal physics would feel if you got a taste of breaking them in real life.
Re:Northlight makes Alan Wake 2 shine by kylebenzle on Tuesday November 07, 2023 @06:19PM (#38184493)
I can't see how zero moment point (ZMP) is relevant here? I think what you are saying is why don't we use the same algorithms to control game characters as robots? If its a robot or game character the issue is the same. You can try and predict the next movement but if you are wrong you again have the same problem and the response time suffers even more.

https://en.wikipedia.org/wiki/Zero_moment_point

Re:Northlight makes Alan Wake 2 shine by ncallaway on Tuesday November 07, 2023 @07:17PM (#38185051)
> Considering you walk around and don’t have a problem with it

Your brain is hiding a lot from you.

Re:Northlight makes Alan Wake 2 shine by firecall on Tuesday November 07, 2023 @07:39PM (#38185253)
Of course there is already measurable lag from when your brain tells your hand and fingers to move, to when they actually move!

An interesting personal anecdote I have:

I damaged my back with bulging disc, which caused horrific sciatica nerve pain.

When I was able to walk again, I had some nerve damage.

This meant I had lag in my left leg!

I’d tell the leg to move instinctively when walking and there would be a delay. The entire walking movement of the leg was present, but just with a noticeable lag!

It was weird!

Eventually it healed fully, or I adjusted. Not sure which! :-)

Re:Northlight makes Alan Wake 2 shine by GreymanTheGrey on Tuesday November 07, 2023 @09:21PM (#38185974)
Complete tangent, but how did you treat your injury? Coming back from bulging discs and sciatica is rare, to my understanding.
Re:Northlight makes Alan Wake 2 shine by askonomm on Tuesday November 07, 2023 @10:14PM (#38186295)
Yeah a friend of mine had this and he had to get surgery to not lose his left leg to permanent numbness due to the disc pressing on the nerves. I know one other person with the exact same issue and solution, and am also under the impression that without surgery only bad things happen.
Re:Northlight makes Alan Wake 2 shine by firecall on Saturday November 11, 2023 @08:17PM (#38236317)
I was fortunate in that I was very fit and generally physically capable with access to excellent medical care.

I had a couple of MRIs to see what was going on.

Essentially I’ve got degenerative disc disease.

My specialist was the head of the Spinal Care unit at the Royal Adelaide Hospital.

So I trusted his advice.

He said that surgery could very well make it worse, and that over time it would likely begin to heal itself.

I had a couple of steroid injections and took mild painkillers and anti inflammatories to manage the pain for a year or so.

The initial incident was well over five years ago.

Ive had reviews since, and the advice is still the same.

Surgery is a last resort. Just keep mobile and don’t do anything to make it worse.

The MRIs show that the disc that is jamming into my nerve has slowly begun to reduce.

So I force myself to remain mobile by continuing to walk everywhere, and have a standup desk for work as I literally couldn’t sit down for months!

I pretty much now never lift anything.

Your body cant process pain and motion at the same time. Which is a simplistic explanation. So walking is an excellent path to recovery.

Before the injury I’d back squat 130kilos, and strict press 95, could run a marathon and had a resting heart rate of 42bpm.

It flares up from time to time, and is never truely better.

I’m never pain free, I just learn to ignore the pain and keep moving!

I could talk for hours about my journey LOL

Re:Northlight makes Alan Wake 2 shine by simbolit on Tuesday November 07, 2023 @07:46PM (#38185309)
Have you played "Death Stranding"?

There you 'actively' walk and 'manually' keep balance. It's an interesting experience, but it makes walking a conscious act, it becomes something you do.

Arguably that is less realistic than just moving an analog stick, for most people walking is just telling your body to move in direction x.

Re:Northlight makes Alan Wake 2 shine by beenBoutIT on Wednesday November 08, 2023 @03:16AM (#38187914)
Amazing game. Goes in the rare category of truly singular games that have no peer. Manhunt(PS2 version) is another.
Re:Northlight makes Alan Wake 2 shine by xeromal on Wednesday November 08, 2023 @10:25AM (#38191717)
I really enjoyed that game but I made the mistake of trying to finish my highway before beating what I think was the final boss so I burned out and never finished it.
Re:Northlight makes Alan Wake 2 shine by beenBoutIT on Thursday November 09, 2023 @03:02AM (#38202309)
The default cooperative online mode ends up being a lot less interesting than going at it entirely by yourself offline from start to finish. All the clutter wrecks the immersion/isolation while the freebies end up wrecking the leveling.
Re:Northlight makes Alan Wake 2 shine by Arrath on Tuesday November 07, 2023 @08:16PM (#38185503)
Full body control input it is!

Like those arcade shooters where you duck and lean to dodge bullets, or a full fledged whole-body VR setup on an infinite omni-directional treadmill.

Re:Northlight makes Alan Wake 2 shine by lukeholder on Tuesday November 07, 2023 @07:19PM (#38185077)
Correct, this is an issue in nba2k but it’s become a fundamental part of the game. As they made movements more realistic they introduced a delay. So when you try and get around you opponent you direct half a second before you move, but your defender also has to move their player - not in reaction to the screen but also in anticipation of your move in order to defend you. I actually think this is more like real life which makes the game better, but a lot less frantic than basketball arcade games of the past.
Re:Northlight makes Alan Wake 2 shine by josephg on Tuesday November 07, 2023 @11:22PM (#38186768)
Guild wars 2 does something similar. When you’re running around on your own, the game responds instantly. But all of the in-game mounts take a moment to react to your steering. Responsiveness, jump height, horizontal speed and turning radiuses all differ massively depending on the mount you’re using. As a result, long distance navigation is a complex puzzle requiring you to choose a good mount and a good route at the right time and manage your energy bars and cooldowns. Do you try to hop up this ledge with the griffin you’re already on, or take the time to swap to the springer and clear it in a big charged bounce? Was there a better way around this ledge? It’s shockingly fun.
Re:Northlight makes Alan Wake 2 shine by mitthrowaway2 on Wednesday November 08, 2023 @01:55AM (#38187499)
This is also why 2D jump platformers like Megaman have triangular jump trajectories instead of parabolic trajectories. For snappy controls you leave the ground at the instant of the downpress and peak when you let go of the button. As the game can't know how high you intended to jump at the time the jump begins, the trajectory can't be parabolic. (At least, not on the way up.)

You could instead have the button downpress "charge up" energy and then begin the jump when the button press ends, which would allow for more realism, but also introduce a delay.

Re:Northlight makes Alan Wake 2 shine by viraptor on Thursday November 09, 2023 @08:58AM (#38205032)
There's a good workaround for this presented some time ago at GDC (although it was still simplified). In Overgrowth, if I remember correctly, your body core is responsive, even if your legs have to catch up. You lean, because you'll stay running in that direction. Which is actually closer to the realistic movement.
Re:Northlight makes Alan Wake 2 shine by darzu on Tuesday November 07, 2023 @06:49PM (#38184794)
I’ve always preferred the Wolfire approach[0]: animation should “do no harm” to player control, it’s only there to add flavor, never at the cost of game responsivity

[0] https://youtu.be/LNidsMesxSE?si=W7xnQfXt5ulfHklR

Re:Northlight makes Alan Wake 2 shine by ordinaryradical on Tuesday November 07, 2023 @10:14PM (#38186293)
His proposition of a Hippocratic oath for animation is a beautiful and succinct way to frame a game design thesis. Great talk.
Re:Northlight makes Alan Wake 2 shine by iamcreasy on Tuesday November 07, 2023 @07:07PM (#38184988)
> Personally I prefer snappy movement

I do too, but also think it greatly depends on the game. For example, Hollow Knight designed to have snappy response to player input from the start and I loved it. In RDR2, I find the floaty behaviour adds another layer of realism.

Re:Northlight makes Alan Wake 2 shine by thomastjeffery on Tuesday November 07, 2023 @09:03PM (#38185847)
To elaborate on this, there is a third aspect being glossed over: the correctness of the animation itself.

They could alter the animation such that feet don't slide across the ground and keep responsive movement. The result would be a worse quality animation, because the movement of the legs would not appear to be pushing the rest of the body around. Instead, it would look more like the feet are following the rest of the body retroactively, while holding onto the ground.

A good example of this is Factorio's spidertron. When the spidertron moves, the legs follow with a walking motion that perfectly tracks the ground below. In this case, it's a great-looking tradeoff, probably because there are so many legs, and not much animation done to the body itself.

Re:Northlight makes Alan Wake 2 shine by fennecfoxy on Wednesday November 08, 2023 @07:09AM (#38189329)
As mentioned in other comments, I think a big thing is the difference between the older way of doing it ie you have a character object that you move along a vector and the animation is supplementary to this to make it look like they're walking, vs animating the walk and then having the animation/movement of the character itself actually move the character through the world (which almost nobody seems to do).
Re:Northlight makes Alan Wake 2 shine by thomastjeffery on Wednesday November 08, 2023 @09:37AM (#38190889)
The third option is inverse kinematics: you move the world across the character, and the character reacts by moving its feet to positions that make sense.
Re:Northlight makes Alan Wake 2 shine by fennecfoxy on Wednesday November 08, 2023 @12:38PM (#38193966)
Oh yeah for sure, but I'm thinking more for the realism of the simulation, we don't move like that irl so it would make sense to simulate roughly how we do when it comes to games.

I guess it's all trade offs at the end of the day, dev effort vs game style vs priorities.

Re:Northlight makes Alan Wake 2 shine by larschdk on Wednesday November 08, 2023 @04:27AM (#38188289)
I think there is also a difference between realistic and believable. The original Half-Life had IMHO more believable leg/feet movement. In HL, the feet were much more "stuck to the ground" compared to most modern games where they just slide around.

It appears much more believable to me than the character pathing demo, where the character moonwalks 1/2 the time. The entire pedal structure is extremely stiff compared to how humans move (feet, thigh and torso can all turn nearly 90 degrees, but they hardly turn at all in the demo). The other demos are better, but their bodies still appear stiff, like they are suffering from hernia.

Re:Northlight makes Alan Wake 2 shine by fennecfoxy on Wednesday November 08, 2023 @07:07AM (#38189307)
I don't see how that enables foot sliding unless it's a lazy solution tho? A no foot-sliding solution can be snappy, you just have to increase animation speed so the character is "ready" to execute the players input faster.

I think the real issue is the difference between moving the entire character as an object, with the walking animation being supplementary to that vs the walking animation being central to the character whose object moves because of the animation.

But for a game like this, arcadey instant direction change type movement doesn't really seem warranted either.

Re:Northlight makes Alan Wake 2 shine by henriquecm8 on Wednesday November 08, 2023 @07:38AM (#38189577)
If you look at npc locomotion, there's no foot slide, and for a character there is, but the character feet are out of screen most of the time when walking. I've played the whole game and never noticed this.
Re:Northlight makes Alan Wake 2 shine by formerly_proven on Wednesday November 08, 2023 @07:27AM (#38189497)
> It's always a tradeoff between responsive movement and realistic movement. RDR2 has very realistic animations, with the tradeoff being slightly "floaty" controls.

In GTA V characters have two different animation modes, the realistic one based on Euphoria when using the third-person camera and the "do what the darned keys are saying right now" when using first-person. Always seemed like a sensible compromise to me, though first-person movement is particularly snappy and direct, more so than pretty much any other FPS, which typically still have some inertia.

Re:Northlight makes Alan Wake 2 shine by wilg on Tuesday November 07, 2023 @07:25PM (#38185132)
Alan Wake II actually does have the best approach to this animation issue that I am aware of – motion matching, which is mentioned in the blog post. Used by Naughty Dog and many others. But as the other comments point out, there is still a fundamental tension between responsiveness and animation accuracy.
Re:Northlight makes Alan Wake 2 shine by 015a on Tuesday November 07, 2023 @10:57PM (#38186605)
Probably a pretty critical aspect; typically, the camera is angled in a way where you do not see your character's feet [1]. This was less true in Northlight's previous title, Control [2].

[1] https://youtu.be/jQb07FHJ-bQ?t=628

[2] https://youtu.be/fcDK6tnx4vM?t=6700

Re:Northlight makes Alan Wake 2 shine by dagmx on Wednesday November 08, 2023 @02:03AM (#38187533)
It’s a solved problem already. Various IK systems will tackle it properly and some games will have your feet IK follow the terrain and hands IK push up against surfaces.

However it’s a trade off of performance (the constant ray casting and IK solves aren’t free) but also responsiveness.

Many games opt for faster locomotion and responsiveness instead.

At the end of the day, it’s a technically solved issue and has been for years, but as with every single thing in game design, it’s a choice and trade off.

Re:Northlight makes Alan Wake 2 shine by modeless on Wednesday November 08, 2023 @02:46AM (#38187756)
IK doesn't "solve" the core problem of realistic character motion. Sure you can tweak foot positions to stop them from sliding but the farther they get from the original animation data the worse the result will look. It's no panacea.

There are new approaches to generating realistic character motion being shown at SIGGRAPH every year, getting better and better, but the best ones are largely too expensive for games to adopt. Plus, for player-controlled characters, at a certain point you run into a fundamental tension between control responsiveness and physical realism of animations.

I recently saw a great article on the topic which even comes with a WebGL demo: https://theorangeduck.com/page/code-vs-data-driven-displacem...

Re:Northlight makes Alan Wake 2 shine by dagmx on Wednesday November 08, 2023 @03:53AM (#38188100)
IMHO IK provides enough to counter the issues the person I was replying to was mentioning.

Now of course you can go above and beyond that for more realistic motion and , but having worked in the space, I would Serguei that is also solved without requiring recent research. Most recent motion research is about novel motion generation but the general problem of dynamic adjustment to authored animation has been solved by several systems already. But just like my original comment, there’s both a development and runtime cost to all of this.

Re:Northlight makes Alan Wake 2 shine by dagmx on Wednesday November 08, 2023 @10:00AM (#38191286)
Ugh autocorrect changed suggest to Serguei but too late to edit my comment now.
Re:Northlight makes Alan Wake 2 shine by taneq on Wednesday November 08, 2023 @06:08AM (#38188850)
That first video looks like deliberately testing the pathological case for locomotion. The second video looks hugely much better. In fact, it's so much better that I half wonder if the first video (which is shown as a demo of their voxel based pathing, not their animation system) is from before they implemented motion matching animation.
Re:Northlight makes Alan Wake 2 shine by augustl on Wednesday November 08, 2023 @07:38AM (#38189573)
And apparently the effect is much more jarring in VR - which is why Valve solved it for Half Life: Alyx

https://www.youtube.com/watch?v=h_MuWmYKGIc