The release of low-fi animated GIF from photo sequences, changed the horizon about what is real and unreal. If you look at enough 10 image webp loops, Uncanny valley may not be so uncanny (eg the animated eyeballs in the most recent case, or the 'thisisnotan<x> webs'<p>Uncanny valley for me, is highly related to my freedom to look behind things. If the fixed focus/depth-of-field is "wrong" then nothing can fix it: Tilt shift comes to mind, as being in the space.<p>3D objects, animatronics, rapidly fail the test. Single static framed shot: they can look fantastic. One wrong judder, the belief breaks in a flash.<p>Now I know what to look for in Peter jacksons complex mixed-focal-depth tricks to make big+little happen, I believe it less because things I didn't notice before are alive to me.<p>The digital Peter Cushing and Carrie Fisher were frankly awful.<p>Almost all animated dinosoars are too "glossy"<p>Sometimes, the "Bokeh" people intrude into the digital world distracts. Maybe in a VR headset that kind of stuff makes sense.<p>At the time, the animation of every single hair in the fur-suit which is sully (monsters inc) was fantastic. In hindsight.. nah.<p>WallE's emotional spectrum is very narrow. Small children relate very well to it.