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drkohler said:
This is nothing new. While the terrains look extremely cool, consider two points:
a) As of now, the thing runs approx 20-25fps max at mid-resolution. Going from cpu to gpu shaders, they think a threefold speed increase is possible. Still way short of 1080p at 60Hz.
b) Notice how "dead" everything is? No moving parts, no shadows (static or dynamic) ?
There is some doubt that this technique is actully going to work for "real" games. Point b) (water particularly) seems to be the key problem for this technique).


Either you didn't bother watching the whole video or you are just outright a hater that knows little of what he is talking about. He stated that they aren't vg devs and therefore soooooo much of the optimazation work can be done to the engine itself. The limitations would probably be felt a bit more on an open world game with the code as it is but all assets can easily be rendered from a certain distance, for example InFamous has buildings which block plenty of view which gives time for rendering to happen. Then you have more linear games such as the hack and slash types like GoW, Dante's Inferno, etc. So far with the engine in its current state it can do these games with little effort and have enough juice for enemy AI allowing for bigger battles with a good level of detail to the background. Optimization of code or enhancement of the current engine could take care of dynamic lightning/shadows and the water effects. I would say at this point water effects in Crysis or Bioshock 1 (PC at max settings only) look superb and can be achieved.



Make games, not war (that goes for ridiculous fanboys)

I may be the next Maelstorm or not, you be the judge http://videogamesgrow.blogspot.com/  hopefully I can be more of an asset than a fanboy to VGC hehe.