Agreed. I think sports games have been phoning it in and have become yearly cash grabs for a while. The tech may be somewhat improving incrementally but the artistry and fun seems to be depleting. That's what needs skilled artists. Only they can find the right balance on what
feels right. But yeah, tech has been languishing as well.
The video is just from a couple of months ago. They published a paper back in April as well:
https://arxiv.org/pdf/2604.24833
It still has a ways to go. It's too floaty and sluggish. But seems like that can be tweaked easily and sped up. The key to a solid animation system is user responsiveness. Even while falling, the user needs to have some control on weight transfer and in other cases, actions need to always be cancel-able mid motion. TLOU 2
nailed that aspect. I believe this is more important than FPS. The control should not be taken away from the player at any instant.
Even though Euphoria is more accurate and advanced, it never felt responsive. It waits for the whole damn animation to play out before doing the next thing. It sucks the fun out of controlling a character. Hopefully GTA 6 makes some crucial changes. They seem to be revamping locomotion quite a bit, but responsiveness remains to be seen.
Another cool technique that was published just last month. Sony seems to be involved in the research too.
They are calling it "score matching", which is a nice improvement on motion matching. Instead of just picking a canned animation from a motion dataset and blending it, like TLOU 2, it uses generative diffusion model to
attempt to get to the closest match, based on all the current states. This essentially yields unlimited variations and adaptability, depending on surface, character position, physics, health, damage, posture etc.
This may actually be very relevant to sports titles as well. Recommend checking the full video.