• OTOY Announces that 'Brigade', a realtime pathtracing game engine, will run in the Cloud
    34 replies, posted
[quote=Bright Side of News]Today's announcement for Brigade pertains to the fact that Brigade is now a cloud-enabled application that works in Amazon's EC2 cloud, enabling you to get much better instantaneous performance, regardless of your hardware. This announcement, ahead of the 2014 Game Developers Conference in San Francisco is squarely aimed at the game development community. They are essentially allowing anyone that is anywhere in the world to access Brigade's power through Amazon's EC2 cloud sometime in the second half of this year. However, until then, they are also expanding their Brigade developer program.[/quote] [quote=Bright Side of News]They have also enabled Brigade to have a next generation final render art pipeline through the use of OctaneRender. They want to enable game developers and artists alike to be able to use both their Brigade and Octane tools in order to speed up the pace of their work while still being able to create photorealistic images. This can all be done while developing in the newly announced Brigade on Amazon EC2 through Brigade Amazon Machine Instances that should be commercially available via Amazon EC2.[/quote] [quote=Bright Side of News]OTOY says that they'll be demonstrating demos of the latest version of Brigade with the Amazon EC2 instances at The 2014 Game Developers Conference next week as well as Nvidia's 2014 GPU Technology Conference the week after that.[/quote] [img]http://www.brightsideofnews.com/Data/2014_3_13/GDC-2014-OTOY-Releases-Brigade-Photorealistic-Game-Engine-into-The-Cloud/19_OTOY_Brigade3_ATV_689.jpg[/img] [img]http://www.brightsideofnews.com/Data/2014_3_13/GDC-2014-OTOY-Releases-Brigade-Photorealistic-Game-Engine-into-The-Cloud/18_OTOY_Brigade3_Space2_689.jpg[/img] [img]http://puu.sh/7xJzq.jpg[/img] [url=http://www.brightsideofnews.com/news/2014/3/13/gdc-2014-otoy-releases-brigade-photorealistic-game-engine-into-the-cloudt.aspx]Read more[/url] [url=http://brigade3.com/features/]Brigade Website with more photos[/url] [B]ENGINE DEMO FROM LAST MARCH:[/B] [video=youtube;OyY9pQEJkSk]http://www.youtube.com/watch?v=OyY9pQEJkSk[/video] I'm curious how this will turn out, hopefully the Amazon server prices won't be too expensive and it'll be a viable solution for massive amount of players. I'm also curious to see how much the noise will be reduced.
This reminds me of preview renderings in Keyshot, except fast as fuck and better. That's pretty incredible.
Really pessimistic about Cloud, I don't like it, moves way too much out of your control
How the fuck do you delegate render jobs to 'the cloud' without significant delay in the delivery of frames? Or is it just part of an offline rendering process?
[QUOTE=Clavus;44257277]How the fuck do you delegate render jobs to 'the cloud' without significant delay in the delivery of frames? Or is it just part of an offline rendering process?[/QUOTE] It's about letting the client render and handle some parts itself while using servers to do heavy lifting and streaming the right parts. It's totally plausible. [url=http://www.nvidia.com/object/siggraph2013-theater.html]Nvidia did a couple talks about it and there's a few whitepapers around like streaming things like lighting data[/url]
[QUOTE=usa;44257490]It's about letting the client render and handle some parts itself while using servers to do heavy lifting and streaming the right parts. It's totally plausible. [url=http://www.nvidia.com/object/siggraph2013-theater.html]Nvidia did a couple talks about it and there's a few whitepapers around like streaming things like lighting data[/url][/QUOTE] I know it's a useful technique... for other types of graphics-heavy applications. I guess my comment was aimed at how you'd employ it for games. You'd have the same sort of issues services like OnLive has with latency.
This reminds me of this program that actually streamed the games directly to you, so you could play even the most graphics intensive games on a simple laptop. The major downside to it was the lag. It was unplayable because you even had mouse lag.
I think technology is not strong enough for raycasting graphics yet. The time will come, but that time is not today. The noise created is too severe to be enjoyable. It's nice in concept.
Sometimes I forget I have this script running... [img]http://puu.sh/7y2wL.png[/img]
[QUOTE=MadBomber;44258154]Sometimes I forget I have this script running... [img]http://puu.sh/7y2wL.png[/img][/QUOTE] should I even ask
Those still images are nice, but that gameplay footage is terrible.
[QUOTE=GameDev;44258228]should I even ask[/QUOTE] cloud to butt
[QUOTE=GameDev;44255981] I'm curious how this will turn out, hopefully the Amazon server prices won't be too expensive and it'll be a viable solution for massive amount of players. I'm also curious to see how much the noise will be reduced.[/QUOTE] Assuming the devs pay for it, $0.830/hr. (Assuming using Amazon AppStream)
It's worth noting that footage is a year old, let's just see how this pans out than pre-emptive pessimism. If this is as good as they say it could be a major even in the games industry.
I find it hard to believe that it's reasonable for servers to generate and stream information that's (presumably) [b]impossible for a single gaming computer to do on its own[/b] for [b]thousands of gamers[/b]
[QUOTE=Sam Za Nemesis;44260800]Brigade already runs on a consumer-grade devices I have some code of a path tracing from one of his earlier demos that runs at over VSYNC speed with my GTX 660, It's seriously amazing Edit: It looked like this [IMG]http://i53.tinypic.com/sxnh3a.jpg[/IMG] Edit2: There's also this webgl path tracing engine if you want to see for yourself how this tech would work on your hardware [IMG]http://www.chromeexperiments.com/detail/webgl-path-tracing/img/ahZzfmNocm9tZXhwZXJpbWVudHMtaHJkchgLEg9FeHBlcmltZW50SW1hZ2UYu_WoBAw/large[/IMG] [URL]http://madebyevan.com/webgl-path-tracing/[/URL][/QUOTE] Either way, that's one instance on one computer. Trying to run tens of thousands of instances "in the cloud" is ridiculous.
[QUOTE=usa;44257490]It's about letting the client render and handle some parts itself while using servers to do heavy lifting and streaming the right parts. It's totally plausible. [url=http://www.nvidia.com/object/siggraph2013-theater.html]Nvidia did a couple talks about it and there's a few whitepapers around like streaming things like lighting data[/url][/QUOTE] That's all for offline computation though, where having a node return a dataset 100ms late is a non-issue. This is actually rendering frames on a cluster and having the results sent to the client, where 100ms late means your game is 1/10th a second out of sync.
[QUOTE=Fatfatfatty;44258059]I think technology is not strong enough for raycasting graphics yet. The time will come, but that time is not today. The noise created is too severe to be enjoyable. It's nice in concept.[/QUOTE] This isn't ray-tracing, this is path-tracing. A simple distinction to make between ray and path-tracing is that ray-tracing can 'finish' rendering a lower quality (but noiseless) frame, while path-tracing will produce a proper, realistic (in terms of lighting) frame that will continue to be rendered until infinity, with each 'pass' on a frame gradually removing the noise from that frame. Games have already been made with ray-tracing. In fact, iD has already made a ray-traced version of ET:QW.
[QUOTE=geel9;44262064]Either way, that's one instance on one computer. Trying to run tens of thousands of instances "in the cloud" is ridiculous.[/QUOTE] Nah, the ammount of compute resources companies like Amazon, Google, and Microsoft have is insane.
As long I can still render from my local machine. [QUOTE=CanadianBill;44257201]Really pessimistic about Cloud, I don't like it, moves way too much out of your control[/QUOTE]Why do people seem to love the idea of control being taken away from them?
[QUOTE=Antdawg;44262175]while path-tracing will produce a proper, realistic (in terms of lighting) frame that will continue to be rendered until infinity, with each 'pass' on a frame gradually removing the noise from that frame.[/QUOTE] I'm curious to see how many samples they're rendering ingame. When using Octane Render, which is also developed by OTOY, I usually limit my sampling to under 5000. Here's an example I made with sampling limited to 2500: [img]http://puu.sh/7ytVk.jpg[/img] That took roughly a minute on my 680, which is why i'm curious to see how well their demo will perform next week.
Isn't Octane limited to GPU Ram?
When I saw the images, for a second I thought they were pictures taken from real life. God damn my eyes.
[QUOTE=RoboChimp;44263081]Isn't Octane limited to GPU Ram?[/QUOTE] I'm not actually sure on that, but my schools render rig is 3x680 so im assuming no. They actually have pretty good options for controlling gpus
[QUOTE=joost1120;44258011]This reminds me of this program that actually streamed the games directly to you, so you could play even the most graphics intensive games on a simple laptop. The major downside to it was the lag. It was unplayable because you even had mouse lag.[/QUOTE] This is different to those methods. Basically these methods are a combination rendering. Where some parts are rendered by the client and others, where lag is permissible are rendered on the cloud. You also don't get a direct video stream. As opposed to onlive which had you running essentially a dumb client of the game to which you only fed commands which then got processed server end and streamed to you.
Can't wait for more on this.
here's a more up to date demo from last year: [video=youtube;pXZ33YoKu9w]http://www.youtube.com/watch?v=pXZ33YoKu9w[/video]
[QUOTE=Fatfatfatty;44258059]I think technology is not strong enough for raycasting graphics yet. The time will come, but that time is not today. The noise created is too severe to be enjoyable. It's nice in concept.[/QUOTE] I disagree, DOOM and Wolfenstien have been around for years and they employ raycasting. Infact it is quite fast on modern hardware.
[QUOTE=Jammymanrock;44270894]here's a more up to date demo from last year: [video=youtube;pXZ33YoKu9w]http://www.youtube.com/watch?v=pXZ33YoKu9w[/video][/QUOTE] I think .... I think I just orgasmed....
Imagine a Godzilla game on this where you get to stomp the crap out of a photorealistic city as photorealistic people run around screaming in pain from your fiery radioactive breath...while you wear that Occulus Rift thing and Kinect allows you to control Godzilla by kicking around small Lego 'buildings' on your living room carpet.
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