I can understand that adding dynamic objects/shadows is difficult and their videos do not show them being capable of doing that yet. However, why can't 90% of the objects be rendered in the new static way like they do (statues, buildings, tree trunks) and dynamic objects be added on top of it using whatever method game devs use right now? I don't really care if the cactus is moving or not but I sure would like to see…
Games company claims their graphics are 100,000x better
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Re: Games company claims their graphics are 100,000x better
#22If this takes off the whole graphics industry is going to get so much better. I am talking from movies to games to everything else you can think of. I mean think if FIFA started to use this in there games, you could make it so you see a shoe lace move or individual hair strains moving. I hope they get this out to market sooner rather then later.
Re: Games company claims their graphics are 100,000x better
#23If this takes off the whole graphics industry is going to get so much better. I am talking from movies to games to everything else you can think of. I mean think if FIFA started to use this in there games, you could make it so you see a shoe lace move or individual hair strains moving. I hope they get this out to market sooner rather then later.
Even if polygons weren't the limiting factor on the shoe laces or hair, the cost of computing the physics will limit how detailed things get. Need more cores...
You don't want to compute physics against your art representation, because it's typically over-described.
Re: Games company claims their graphics are 100,000x better
#24If this technology is legit without problems with animation and lighting etc, what will it mean for the costs of game content creation? You still need artists to create the models, textures etc, and higher detail generally takes much longer with diminishing returns. I also find that environments with highly detailed objects also need far more objects to be convincing which compounds the issue. In short, the tech soun…
Re: Games company claims their graphics are 100,000x better
#25Re: Games company claims their graphics are 100,000x better
#26John Carmack's repsonse: "Re Euclideon, no chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging." https://twitter.com/#!/ID_AA_Carmack/statuses/98127398683422...
Re: Games company claims their graphics are 100,000x better
#27Re: Games company claims their graphics are 100,000x better
#28I can understand that adding dynamic objects/shadows is difficult and their videos do not show them being capable of doing that yet. However, why can't 90% of the objects be rendered in the new static way like they do (statues, buildings, tree trunks) and dynamic objects be added on top of it using whatever method game devs use right now? I don't really care if the cactus is moving or not but I sure would like to see…
They can be, and that's likely how it will work. Triangle animated characters + voxel static world.
Re: Games company claims their graphics are 100,000x better
#2920 FPS in software is pretty impressive, I wonder (if this is real and if it takes off) how long it will take to see hardware voxel acceleration.
Open source implementation: http://code.google.com/p/efficient-sparse-voxel-octrees/
Re: Games company claims their graphics are 100,000x better
#30Earlier quoted context omitted.
They can be, and that's likely how it will work. Triangle animated characters + voxel static world.
Then why is everyone here complaining about the lack of dynamic objects?
IMO they're doing the graphics industry a disservice by putting out demos of a half-finished technology in their rush to "be the first". The technology can work, but Euclideon's showmanship leaves much to be desired.