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HoloDust said:

Hopefully to some sort of volumetric world representation, instead of polygonal shells that are still dominating. This will solve both lighting and physics a the same time. 

Like voxels but on a finer scale or something? Maybe, but I haven't heard much new in that space. The current rage in CG (besides AI) are gaussian splats and point clouds (sort of an upgrade to photogrammetry), though that won't do much for physics. 



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Jizz_Beard_thePirate said:

Microslop doing their best to be disliked by everyone

Microsoft's acquisition of Activision seemingly goes exactly like Boeing's acquisition of Lockheed Martin; basically the latter imposes their work culture onto the former, resulting in the joke that Lockheed Martin bought Boeing with Boeing's money. It seems Activision is already imposing their shittyness onto Microsoft.

Microsoft wasn't great beforehand, but now they're really out-EAing EA, which takes some serious effort!



HoloDust said:
Zkuq said:

To be clear, it's 1Mx compared to where we've been, so it's only 100x from where we're now. That's still very impressive of course, and I'm not sure we need more than that for affordable path tracing. It'll be interesting to see where we go from there though, because path tracing is supposedly practically photorealism (at least if done properly and not twisted by artistic choices, for better or worse).

 @bold Hopefully to some sort of volumetric world representation, instead of polygonal shells that are still dominating. This will solve both lighting and physics a the same time. But for that to happen, someone has to be bold enough to introduce hardware blocks into GPUs that are optimized for such tasks.

Considering that Donkey Kong Bananza uses this technique to render the destructible environment in the game on a Switch 2, either this means that there are already some ways to do so, or if done correctly needs so little CPU power that we won't need GPUs anymore.

Zkuq said:
HoloDust said:

 @bold Hopefully to some sort of volumetric world representation, instead of polygonal shells that are still dominating. This will solve both lighting and physics a the same time. But for that to happen, someone has to be bold enough to introduce hardware blocks into GPUs that are optimized for such tasks.

Sounds like something that's going to require a lot of effort from game developers though, so I wouldn't get too excited just yet. It's probably possible with some further automation, possible AI, but I wouldn't bet my money on that being a huge priority.

Jizz_Beard_thePirate said:

Microslop doing their best to be disliked by everyone

I'd really glad GOG seems to be taking further interest in Linux, because I'm half-expecting to switch to Linux after Windows 11.

My next laptop is already set to be Dual-Boot for Windows and Linux to allow for a smoother transition (And Spanish company Slimbook where I'll be buying it allows to set it up with the Linux distro of your choice, even).

It depends on the RAM crisis if the laptop replacement will precede the new desktop computer, so not sure yet what that one's gonna have as OS.

Speaking of GOG, I hope they switch to Dosbox Pure sometime down the line, as the original Dosbox doesn't seem to be active anymore, which will certainly make issues with future hardware. Plus, this would allow for games that ran in Win 3.x to Win98 to run in that emulator, which could make some games that don't work right now run again (Hello Alpha Centauri and Wizardry 8!) without having to rely on heavy mods to get them to run properly again.



Crimson Desert showing off the power of ray reconstruction:

Pretty huge difference at times.