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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.