Too good to be true? - Unlimited Detail Real-Time Rendering Technology
26 replies, posted
[media]http://www.youtube.com/watch?v=00gAbgBu8R4[/media]
Is this true? I'm not exactly software savvy, but this is a [i]huge[/i] claim, but they appear to have proof. What's your opinion Facepunch? And sorry if this was already posted, that's not really the point, I'm asking for your opinions on it, I'm not trying to introduce it to you.
I just don't understand how detail and real-time rendering can be unlimited. Is this a scam or not?
So what i got out of this was, Artists can spend more time making objects look more realistic and better detailed because there is effectively no limit on the amount of polygons that can be used (because the game doesn't use polygons)?
[QUOTE=TheChantzGuy;31511209]So what i got out of this was, Artists can spend more time making objects look more realistic and better detailed because there is effectively no limit on the amount of polygons that can be used (because the game doesn't use polygons)?[/QUOTE]
Pretty much, but the way the voxels(volumetric(with volume) pixels) are stored makes animation really hacky.
[QUOTE=mmavipc;31511244]Pretty much, but the way the voxels(volumetric(with volume) pixels) are stored makes animation really hacky.[/QUOTE]
So until they fix that, this is pretty much useless?
[QUOTE=TheChantzGuy;31511370]So until they fix that, this is pretty much useless?[/QUOTE]
Its useless because of the size.
So, to summarize this, there are no polygons, which means no polygon groups, which means no rigging, which means no animations, which means no actual gameplay.
Great idea, but just not practical for games... yet.
[QUOTE=teslacoil;31517543]So, to summarize this, there are no polygons, which means no polygon groups, which means no rigging, which means no animations, which means no actual gameplay.
Great idea, but just not practical for games... yet.[/QUOTE]
Apparently not: [url]http://www.youtube.com/watch?v=tkn6ubbp1SE[/url]
[QUOTE=mmavipc;31511244]Pretty much, but the way the voxels(volumetric(with volume) pixels) are stored makes animation really hacky.[/QUOTE]
FFS this doesn't use voxels, it uses point-cloud. They are two completely different things.
It's not practical because every little pixel of data on the map needs to be stored in its own spot on the hard-drive, unlike current games where much of the calculations are done with math to generate the polygons. While polygon based rendering requires "beefy" hardware in order to pull off smoothly if you want high quality, it compairtively takes up little space on hard drives.
To do a game like Crysis 2 with something like unlimited detail, the game would be well over 100-200GB in filesize.
[QUOTE=KorJax;31518462]It's not practical because every little pixel of data on the map needs to be stored in its own spot on the hard-drive, unlike current games where much of the calculations are done with math to generate the polygons. While polygon based rendering requires "beefy" hardware in order to pull off smoothly if you want high quality, it compairtively takes up little space on hard drives.
To do a game like Crysis 2 with something like unlimited detail, the game would be well over 100-200GB in filesize.[/QUOTE]
you could still store the object as a polygon. also compression.
[QUOTE=Panda X;31518209]Apparently not: [url]http://www.youtube.com/watch?v=tkn6ubbp1SE[/url][/QUOTE]
But how much more difficult or time consuming is the process to animate this way compared to the present methods?
Could you use MOCAP to animate point-cloud models?
[QUOTE=KorJax;31518462]
To do a game like Crysis 2 with something like unlimited detail, the game would be well over 100-200GB in filesize.[/QUOTE]
And its what already 30, 40 gigs installed? So it's really pointless.
[QUOTE=KorJax;31518462]It's not practical because every little pixel of data on the map needs to be stored in its own spot on the hard-drive, unlike current games where much of the calculations are done with math to generate the polygons. While polygon based rendering requires "beefy" hardware in order to pull off smoothly if you want high quality, it compairtively takes up little space on hard drives.
To do a game like Crysis 2 with something like unlimited detail, the game would be well over 100-200GB in filesize.[/QUOTE]
try terrabytes
not to mention the processing load is huge, you need a workstation to get a smooth frameate in a shitty demo video
maybe in 10 years, not now
[editline]4th August 2011[/editline]
[QUOTE=~Kiwi~;31519072]And its what already 30, 40 gigs installed? So it's really pointless.[/QUOTE]
try 8?
Yeah pretty much this is nothing but Vaporware then huh, well then this is not the first time that something like this has happened. Oh well nice try to fool us mister Euclideon try again next time that you have a working demo for us to download.
[QUOTE=a-k-t-w;31518528]you could still store the object as a polygon. also compression.[/QUOTE]
No you couldn't. How unlimited detail works is basically like how google works - its a search engine that generates what you see pixel by pixel and determining this via searching your hard drive for the pixel data that goes in X spot. While this method allows for "unlimited detail" at "little" hurt to performance, it requires that each and every pixel data has a spot on the hard drive.
There is no compression, because if there was, then suddenly this is just like the medical applications of this technology - impossible to render in real time at a smooth framerate. Compression is kind of like encryption in that you need to decrypt it before you can use it. What do you think happens to zip files after you load them up? You can't navigate them while they are in a compressed state.
[QUOTE=KorJax;31520781]No you couldn't. How unlimited detail works is basically like how google works - its a search engine that generates what you see pixel by pixel and determining this via searching your hard drive for the pixel data that goes in X spot. While this method allows for "unlimited detail" at "little" hurt to performance, it requires that each and every pixel data has a spot on the hard drive.
There is no compression, because if there was, then suddenly this is just like the medical applications of this technology - impossible to render in real time at a smooth framerate. Compression is kind of like encryption in that you need to decrypt it before you can use it. What do you think happens to zip files after you load them up? You can't navigate them while they are in a compressed state.[/QUOTE]
sure you could. store them as polys, and convert them to voxels upon loading.
I wouldn't mind a +50GB videogame, if my Intel i3's graphic card could do Crysis graphics.
It's about time we start using the mass storage we've developed over the years, rather than continuously increasing the CPU and GPU's requirements.
I'd love to see a full videogame made with this, even if it took up half an average hard drive's storage.
[QUOTE=a-k-t-w;31521850]sure you could. store them as polys, and convert them to voxels upon loading.[/QUOTE]
they aren't fucking voxels
jesus christ
[QUOTE=Odellus;31524760]they aren't fucking voxels
jesus christ[/QUOTE]
i know. i just said voxels 'cause I don't know what they are called. i used it as a "placeholder" if you will.
jesus christ.
His voice is pretty annoying after you've listened to it for 7 minutes.
[QUOTE=KorJax;31520781]No you couldn't. How unlimited detail works is basically like how google works - its a search engine that generates what you see pixel by pixel and determining this via searching your hard drive for the pixel data that goes in X spot. While this method allows for "unlimited detail" at "little" hurt to performance, it requires that each and every pixel data has a spot on the hard drive.
There is no compression, because if there was, then suddenly this is just like the medical applications of this technology - impossible to render in real time at a smooth framerate. Compression is kind of like encryption in that you need to decrypt it before you can use it. What do you think happens to zip files after you load them up? You can't navigate them while they are in a compressed state.[/QUOTE]Except that you are wrong. Each atom doesn't need a spot on the hard disk, each unique part of the world needs a spot on the hard disk, and due to the way the scene is rendered the unique parts are just repeated.
There's a reason a lot of the geometry is similar, it's because it saves on space as they only have to store the model once for it to be rendered in a million places.
[QUOTE=danharibo;31526252]Except that you are wrong. Each atom doesn't need a spot on the hard disk, each unique part of the world needs a spot on the hard disk, and due to the way the scene is rendered the unique parts are just repeated.
There's a reason a lot of the geometry is similar, it's because it saves on space as they only have to store the model once for it to be rendered in a million places.[/QUOTE]
So you want a game that has regurgitated shit everywhere?
[QUOTE=FalconKrunch;31526582]So you want a game that has regurgitated shit everywhere?[/QUOTE]
I'm sure quite a bit of this could be proceduraly generated, dirt, pebbles, stones etc.
[QUOTE=FalconKrunch;31526582]So you want a game that has regurgitated shit everywhere?[/QUOTE]No, I was telling the quoted user why he was wrong, I never said that this is a good technology for games (which it isn't)
[QUOTE=Odellus;31524760]they aren't fucking voxels
jesus christ[/QUOTE]
they are voxels point cloud data would be larger than hard drives today are capable of holding
[QUOTE=Cheesemonkeh;31532188]they are voxels point cloud data would be larger than hard drives today are capable of holding[/QUOTE]
Holy shit are you daft.
This looks good however this would be nightmare for some things.
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