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Forums - Gaming Discussion - PS4: The Tomorrow Children Uses Cascaded Voxel Cone Tracing

bananaking21 said:
Aerys said:
bananaking21 said:
Aerys said:
Again a game that some will call indie wheras this has nothing of indie anymore


oooppss!

http://gamrconnect.vgchartz.com/thread.php?id=189622&page=1#

Well you only meant indie in budget term

 

But some will think " indie economical model so not on the same level" which is stupid since a lot of détail games are even les ambitious than indie in dev term, like tearaway ( less than 10 dev) or knack (5 persons accordibg to cerny)


knack was just 5 people? source!!

and smaller teams with high quality tittles are becoming thing now. like you said media molecue did it with tearaway and ninja theory are doing it with hellblade. 

"the six people leading the charge on Knack"   http://www.ign.com/articles/2013/09/18/this-is-the-experienced-team-behind-ps4s-knack

"Crash Bandicoot was created by a seven-person team, Crash Bandicoot 2 was closer to 20 people, and by the time when I was working on Killzone or Uncharted the teams were well over 100 people in size, and I was still this part-time consultant. What can I even do with that time slice? "   http://gamasutra.com/view/feature/207508/making_knack_an_interview_with_.php?print=1

Maybe a misunderstanding?



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Dgc1808 said:
That's cool. No clue what it means but I was already buying the game so YAY!

It means more natural lighting and less work for the artists. Instead of pre-baking and faking indirect lighting, shadows and reflections you get them for 'free' (at the cost of a lot of computational power)


Ironically it was one of Xbox One's secret sauces http://www.ign.com/boards/threads/so-could-the-x1s-secret-sauce-be-voxel-cone-ray-tracing.453362563/



SvennoJ said:
Dgc1808 said:
That's cool. No clue what it means but I was already buying the game so YAY!

It means more natural lighting and less work for the artists. Instead of pre-baking and faking indirect lighting, shadows and reflections you get them for 'free' (at the cost of a lot of computational power)


Ironically it was one of Xbox One's secret sauces http://www.ign.com/boards/threads/so-could-the-x1s-secret-sauce-be-voxel-cone-ray-tracing.453362563/

I see. One less thing burdening dev time is always good news. 



4 ≈ One

Yep, artist will be able to focus more on art



Predictions for end of 2014 HW sales:

 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m

 

GribbleGrunger said:

Unashamably stolen from Gaf:

http://fumufumu.q-games.com/archives/2014_09.php#000934

That's some HOT technology.
Cascaced Voxel Cone Tracing enables them to simulate lighting in real time (ray-tracing), and uses actual real reflections, and not screen space reflections like most games.



"The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.

The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)"

"The response has been truly amazing since Gamescom.

We are kind of sticking our necks out a bit on this one, new technology and a new genre, it's been a huge challenge for us.

One side of the game people haven't picked up on yet is that it also has hints of a collaborative Animal Crossing in it (without drawing on that too much), but with kaiju and missile launchers! :)"


Real time lighting ain't ray tracing - there is far more to ray tracing than just that. But no, it is not impressive seeing that game engines are now all supporting PBR based lighting engines. Also what is meant by "real relfections" rather than screen space?



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Well this is difinitely unique!



TheJimbo1234 said:
GribbleGrunger said:

Unashamably stolen from Gaf:

http://fumufumu.q-games.com/archives/2014_09.php#000934

That's some HOT technology.
Cascaced Voxel Cone Tracing enables them to simulate lighting in real time (ray-tracing), and uses actual real reflections, and not screen space reflections like most games.



"The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.

The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)"

"The response has been truly amazing since Gamescom.

We are kind of sticking our necks out a bit on this one, new technology and a new genre, it's been a huge challenge for us.

One side of the game people haven't picked up on yet is that it also has hints of a collaborative Animal Crossing in it (without drawing on that too much), but with kaiju and missile launchers! :)"


Real time lighting ain't ray tracing - there is far more to ray tracing than just that. But no, it is not impressive seeing that game engines are now all supporting PBR based lighting engines. Also what is meant by "real relfections" rather than screen space?


http://gamrconnect.vgchartz.com/thread.php?id=189715&page=1#



Predictions for end of 2014 HW sales:

 PS4: 17m   XB1: 10m    WiiU: 10m   Vita: 10m

 

Aerys said:
TheJimbo1234 said:
GribbleGrunger said:

Unashamably stolen from Gaf:

http://fumufumu.q-games.com/archives/2014_09.php#000934

That's some HOT technology.
Cascaced Voxel Cone Tracing enables them to simulate lighting in real time (ray-tracing), and uses actual real reflections, and not screen space reflections like most games.



"The latest builds actually look a lot better than the footage in those videos now too because we're constantly tweaking and tuning.

The game is a bit of a crazy sandbox experience, we don't force you to do anything really and you can decide either collectively/collaboratively or egotistically to do whatever you want. You could just set up a picnic up in the hills if you like. (of course if everyone does that your beautiful vista might eventually become marred by the sight of the burning town in the distance, but hey, someone will do the work right?)"

"The response has been truly amazing since Gamescom.

We are kind of sticking our necks out a bit on this one, new technology and a new genre, it's been a huge challenge for us.

One side of the game people haven't picked up on yet is that it also has hints of a collaborative Animal Crossing in it (without drawing on that too much), but with kaiju and missile launchers! :)"


Real time lighting ain't ray tracing - there is far more to ray tracing than just that. But no, it is not impressive seeing that game engines are now all supporting PBR based lighting engines. Also what is meant by "real relfections" rather than screen space?


http://gamrconnect.vgchartz.com/thread.php?id=189715&page=1#

It is a rather interesting approach, but very bespoke and I would hate to see such an approach being used in a game with a large amount of objects. However, the game has a basic look to it hence why it works so good for them, another success in next gen progression of utilising modern gpu architecture.

 

That being said, PBR is where the insanely good stuff (https://www.youtube.com/watch?v=UwEuSxAEXPA - real time, 80 fps on an old'ish gpu).