Notch defends his previous statement calling Euclideon a scam
21–30 of 55 posts
Re: Notch defends his previous statement calling Euclideon a scam
#22Re: Notch defends his previous statement calling Euclideon a scam
#23They have shown animation http://www.youtube.com/watch?v=cF8A4bsfKH8
In the way we mean the term in video game graphics, no, that isn't animation. And they're not going to fool anybody in the industry with that claim either. I would in fact observe that they'd probably appreciate it if you and others would stop linking that video, as it's obvious from their last video they've dropped the claim to animation, or it would have been in there. It just makes it obvious how stupid their claim to "animation" is.
Re: Notch defends his previous statement calling Euclideon a scam
#24They refuse to address the known flaws. This is the biggest issue. A lot of hype, but their technology isn't very useful unless they've managed to solve some major, longstanding problems. It's extremely misleading.
Re: Notch defends his previous statement calling Euclideon a scam
#25They have shown animation http://www.youtube.com/watch?v=cF8A4bsfKH8
Frankly, I expect if this tech gets used, it will be used to create static worlds... and everything that moves or animates will be polygonal.
Re: Notch defends his previous statement calling Euclideon a scam
#26Calling their tech "infinite detail" instead of "voxels" feels no different than calling the iphone screen a "retina display" instead of listing its resolution details. Good marketing is not inherently evil. Here, though, they're suffering a huge PR backlash, which I suspect is because they're out-marketing the work of passionate amateurs and academic researchers instead of e.g. big phone companies. It admittedly doe…
If you recall that tech that was shown a few years back of being able to quickly zoom around a ridiculously large image, because you only need to look up the pixels that are going to be on screen, I think they are doing the same thing with the voxel data here. Which does make it new tech, and does make it 'infinite' in that it could probably handle an infinite data set. Hardware can't, but that's a different issue.
However, the problem with their tech will be anything dynamic, as most people have already said.
Re: Notch defends his previous statement calling Euclideon a scam
#27I think the biggest problem that people aren't talking about is that LOD for geometry simply isn't as important as texture quality when getting close to a surface. I'm pretty sure the reason they have so many duplicate objects in the original presentation is because they simply ran out of memory to store all the texture data for the scene, because you need really high rez textures to be able to zoom in so close to ea…
The implication in the video is the are no texture maps. The geometry (I agree with those who've said voxels) contain the texture information in three dimensions. That's why zooming on the palm tree actually looks good, unlike traditional polygon/texture map rendering.
Re: Notch defends his previous statement calling Euclideon a scam
#28They have shown animation http://www.youtube.com/watch?v=cF8A4bsfKH8
The one seductive component of the Euclideon presentation is that their system would free up artists to not waste time building optimized models or materials, but I strongly suspect that this would not be the case, it would just change the process of optimizing content. And given that everyone will still need to target platforms which can't handle voxel rendering for some time...
I'd have to say that the Euclideon presentation would have been a lot more impressive if the landscape weren't built out of cubes. You don't need to be a great artist to, say, randomly arrange simple objects to give a more organic look to the landscape -- they're able to zero in on particles of soil but they couldn't do nice terrain contours? That definitely supports Notch's points.
If I were going to show off an island, I'd make sure the land-water interface kicked ass. Unity's terrain demo (which is polygon based and several years out of date) kicks this thing's ass.
http://unity3d.com/support/resources/example-projects/island...
Re: Notch defends his previous statement calling Euclideon a scam
#29Sparse Voxel Octrees are frickin awesome and Euclideon aren't wrong for saying so. There are drawbacks with them, but they are one by one being picked off by research. Animation is one example, dynamic lighting and shadows can be done in screen space. There is a real chance that soon enough voxels are going to be the shit for realtime rendering.
You even agree with them that rendering octrees can be thought of as a search algo but you still hold it against them? What is up with that?
Euclideon are not saying they are more awesome than everyone, they are saying they are up against the polygon industry. And in the video they are very careful to not cross that boundary, for example when the claim they are rendering at much higher geometry resolution they say "except other examples of procedurally generated geometry".
Because that's just what this is. Of course they are repeating elements, of course they are using common knowledge in their work. So are you and so everybody else. Blizzard doesn't point that out in their marketing either.
Granted, Euclideon's marketing is using a different tone than your craftsmanlike humbleness. But that doesn't make them a scam. Soon enough their code is gonna test it's mettle ut in the wild. It will be interesting to see what happens.
You are above ridiculing people based on what can be gleaned from a marketing video. Give them a break until you can ridicule their actual code. Let them have their fight against the polygon industry.
Re: Notch defends his previous statement calling Euclideon a scam
#30I have the highest respect for you Notch and personally know people on your team (Carl), but you're out on a limb here. Sparse Voxel Octrees are frickin awesome and Euclideon aren't wrong for saying so. There are drawbacks with them, but they are one by one being picked off by research. Animation is one example, dynamic lighting and shadows can be done in screen space. There is a real chance that soon enough voxels a…