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Forums - PC Discussion - Unlimited Detail Real-Time Rendering Technology Preview 2011 [HD]

They're using Voxels to render everything instead of polygons. The problem is that you can't animate them. If they can use a hybrid system it can actually be a very good system. But as is it's very useless.



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yeah, saw that 60 minutes video, they should release that tech demo for the public, i want to see it



The future is now.



nice i saw this before but not the interview. can't wait for this to come!



    R.I.P Mr Iwata :'(

Vertigo-X said:

http://www.youtube.com/watch?v=00gAbgBu8R4

Maybe it's old news to some, but I only recently found out about this. 

Indeed, it's very old news. They've been plugging this "unlimited detail" stuff for over a year now, but nothing concrete has been produced.

Of course, they've been accepting generous "investments" during that time.

Vertigo-X said:

If this is real and can be applied to games, just imagine how good things might look...

Oh, it's porbably real. And it probably can be applied to games.

But only visual novels.

Anything that involves movement seems to be out of the question.



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Over a year? These guys have been displaying voxel rendering for nearly a decade now. Their intents might be genuine, but they are so shady and dodgy it's borderline scam. Besides, there are obvious memory and computing limitations to voxel engines you are extremely unlikely to see it long, short or medium term, if it can be done at all. Maybe,MAYBE something with static backgrounds a la REmake, but that's it.



 

 

 

 

 

haxxiy said:
Over a year? These guys have been displaying voxel rendering for nearly a decade now.

Is it that long?

I thought they'd been up to this for longer as well, but the company's wikipedia article says that they were founded in 2010.

Did they accept "investments" under a different name before that?



demonfox13 said:
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.

I have seen this demo in various forms at various times. It is nice that you think this is an "engine" - but it is not. It is a technique that most experts think will simply not work with animated stuff (or would need impossible amounts of ram/horse power). I do not know enough about this technique to judge its merits, but if most experts say it simply won't work in the "real world", then I go along with that opinion. Maybe all experts are wrong, or are paid by the competitors <insert ypur private paranoia here>, but at this time I go with all the experts in the field. (it's not like nobody ever tried voxels).

Two thirds of your text is just wishful thinking, though. There is no "optimization" possible - again, this is not "an engine", it is a technique.



Kudistos Megistos said:
Vertigo-X said:

If this is real and can be applied to games, just imagine how good things might look...

Oh, it's porbably real. And it probably can be applied to games.

But only visual novels.

Anything that involves movement seems to be out of the question.


Forgive my ignorance, but how exactly can these 'atoms' not be used for animations? If you were to have a rendered amount of atoms on screen all moving in the same direction/rotation, could that not form an animation?

 

I can understand physics calculations and things of the like being complicated to think of, but it's my impression that they render this by the pixel. To me, it means that they're not rendering trillions of atoms at once, only what can be shown by the pixels on the screen. It might explain why they can render such static detail at incredibly long distances without LOD.



The BuShA owns all!

Vertigo-X said:
Kudistos Megistos said:
Vertigo-X said:

If this is real and can be applied to games, just imagine how good things might look...

Oh, it's porbably real. And it probably can be applied to games.

But only visual novels.

Anything that involves movement seems to be out of the question.


Forgive my ignorance, but how exactly can these 'atoms' not be used for animations? If you were to have a rendered amount of atoms on screen all moving in the same direction/rotation, could that not form an animation?

 

I can understand physics calculations and things of the like being complicated to think of, but it's my impression that they render this by the pixel. To me, it means that they're not rendering trillions of atoms at once, only what can be shown by the pixels on the screen. It might explain why they can render such static detail at incredibly long distances without LOD.

I asked myself the same question, so I went digging into this.  The whole problem with this isn't that you can't animate it, it's that the data structure they're using to hold this information that's the problem.  The data is stored in a tree, if you have to animate something you have to either regenerate the tree in real time (Which is quite taxing on a cpu) or you hold multiple trees for multiple animations in memory (Which there isn't enough memory for).  They might be able to make hardware for the tree generation to speed things up, but that might not be cost effective and the hardware vendors have to take a chance with it.  Though hardware vendors went with tesselation instead, which one ends up being better used, we'll have to wait see.  Though I think gaming will ultimately switch to voxels, the cpus and memory just isn't here and may not be here for a while.