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Thread: Break Through in Gaming Rendering Technology?

  1. #1
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    Break Through in Gaming Rendering Technology?

    DEMO of Euclideon technology, replacing traditional polygon rendering

    Looks like it would be sweet for static objects in a game but not sure how it would handle animation... if they are planning on using rotational motion instead of mesh manipulation, things might not look so cool.. but definitely a neat concept.
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    this is old news
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    did they just say 20fps in SOFTWARE!?
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    Effectively it have allready been seen .. but i really dont like there comparaison video .. they really choose "games " polygon who are really not on the level of what we have seen lately, specially with tesselation etc. + it look to be console game with a really low amount of polygon... , but in PC rendering method, the things are completely different. why don't compare their work with 3Dmark 11 real time (it's an example, just the first one who was come in my mind ) ?
    Last edited by Lanek; 08-01-2011 at 01:30 PM.
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    How does this work? Where's the catch?

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    Quote Originally Posted by Manicdan View Post
    this is old news
    Its the same subject but they are back with an update. Apparently SDK is coming out soon.
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    Somehow I doubt this will take off. I don't see how they could do any animation with this technology.
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    the annotator in this video is enormously annoying lol
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    wow. it is a completely static world with terrible shadows and shading. what a bunch of marketing crap.

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    @ID_AA_Carmack Re Euclideon, no chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging.
    http://twitter.com/ID_AA_Carmack/sta...27398683422720

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    i like the idea of being able to scan in objects... it has potential for sure.

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    im all for detail that has 10x the quality of current games. i just wont sacrifice animations for it.

    i love WoW for their animations, as crappy as things look, they move very well.
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    Yeah rite, static props in fullbright. Real revolutionary.

    Sometimes I feel that companies like this (or Crytek for example) are trying to invent photography and show it on painting exhibition. Most impressive game art was created within very tight technical constraints and it's going to stay this way.
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    Oh that voxel engine again...

    there are like a dozen voxel engines out there from independed developers that all want to create some buzz...

    If you want to see something similar without the whole marketing BS:
    http://www.youtube.com/user/AtomontageEngine
    Last edited by Hornet331; 08-01-2011 at 02:03 PM.

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    nobody wants atoms to replace polygons because none of your rigs could run the content
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    Quote Originally Posted by bamtan2 View Post
    @ID_AA_Carmack Re Euclideon, no chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging.
    http://twitter.com/ID_AA_Carmack/sta...27398683422720
    Notice what he doesn't say: that it is a bad idea, can't work, useless, unusable for games because objects can't move, etc.

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    The reason for this demo being shown in complete static form is that, like octree voxels and ray-tracing, it's very demanding to traverse such a complex data structure each time, even when a sinle node is updated. Currently, there is no viable way to construct a dynamic environment with this method of rendering, without bringing it to a stand still slide-show. It is both very demanding on the memory and cache sub-system and on the top of that it's also compute intensive. That's why Carmack dismissed the technique, not because it is that much immature, but that the contemporary consumer hardware is simply not there yet -- he knows well enough, as he is working on a voxel engine for some years already.

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    Gonna need a new version of minecraft that works with atoms..

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    Quote Originally Posted by RaZz! View Post
    the annotator in this video is enormously annoying lol
    LMAO, i thought i was the only one! why do i feel like punching him ¬_¬
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    couldn't this be used just for static terrain and the animation stuff with polygons ?
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    Quote Originally Posted by Loque View Post
    couldn't this be used just for static terrain
    That's like the stuff that needs the least polygons of all objects. Terrain needs virtual texturing instead (aka Megatexture), for the most part having displacement maps would suffice.
    Quote Originally Posted by radaja View Post
    so are they launching BD soon or a comic book?

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    I havn't clicked on the link yet ... but I have a gut feeling that its that 'Ahnlimited point claude daugher' guy again?

    Quote Originally Posted by kam03 View Post
    LMAO, i thought i was the only one! why do i feel like punching him ¬_¬
    He sounds very annoying and has a terrible accent / pronunciation of words.
    Last edited by Mungri; 08-01-2011 at 09:44 PM.

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    Quote Originally Posted by Macadamia View Post
    That's like the stuff that needs the least polygons of all objects. Terrain needs virtual texturing instead (aka Megatexture), for the most part having displacement maps would suffice.
    Well, it would be a big step forward if they did use it for terrain like in the video Hornet linked to.
    Having a reactive terrain like sand/mud/dirt is much more realistic than covering it with huge textures and using tessellation and/or displacement maps.
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    Might as well wait for real time raytracing.

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    yeah light and shadow looks bad because it's rendered on CPU.

    Voxel is nice, but it can't be futur proof without support of gpus.
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