I wish
@DJ !
To take a basic example: if you do a basic scene in VAM 1.x, with a dude and a girl and only glutes/gen soft bodies, the framerate is somewhat "ok tier" in VR.
Now, do the exact same with two girls cisoring, you will drop down to an abysmal 40/20 depending on your CPU. Nothing changed on average, you just have two soft bodies colliding which each other and this fraks the perf massively.
These papers and techs are often way above the realtime they claim. Like for instance, I don't know if you know Embergen, but it's considered "realtime". Yeah, indeed it is, with a somewhat basic simulation setup and only with that in the scene. But all the mega fancy videos the show up in their trailer with massive simulations, are definitely not running at a what I call "proper realtime framerate" ( 60fps locked and above )
It's the same here. I'm not saying you can't use that paper to improve your realtime sim for a game which would make it better. But a 1:1 exact replica at that quality for a runtime game like VAM, definitely not. And even then, multi-layered physics have and extremely high overhead, mostly why pretty much all games do baked sims or single layer sims ( cape/drape/hairs only etc, and they don't interact with each other ).
I hope it'll be a reality someday... but you know, just doing devil's advocate because people talking about these (like 2min papers, goddamn I can't stand the way that dude speaks), don't often try to contextualize it properly for a use. (and then everyone thinks because there's the Nvidia logo, tomorrow games can have this exactly).