There's gotta be like 10 threads about this throughout facepunch
Sorry but your a week late.
Stop this, it takes like, terrabytes just for an 8Mx8M room I heard with the detail it shows in the video. It'll take like, 10-20 years until this even breaks ground.
Also, that voice is so damn annoying and smug and naggy, Jesus Christ...
Probably not his fault.
I'd like to see how billions of grains of dirt will work with a physics engine.
[QUOTE=J!NX;31618127]Stop this, it takes like, terrabytes just for an 8Mx8M room I heard with the detail it shows in the video. It'll take like, 10-20 years until this even breaks ground.
Also, that voice is so damn annoying and smug and naggy, Jesus Christ...[/QUOTE] Good thing a dev with any sense in there heads will make sure not to detail every grain of sand.
I still don't really understand how the atoms work. Are they little balls or something?
But those apparently cannot be animated.
Link to the original thread?
[QUOTE=Trunk Monkay;31619928]I'd like to see how billions of grains of dirt will work with a physics engine.[/QUOTE]
It would be one solid piece with invisible polygon collision mesh over top.
Edit:
I'm talking about how Unlimited Details engine could possibly work in a game. You would not actually interact with all those "grains of dirt" but a simple mesh.
If every thread with this video was a car, and you stacked them, they would stack so far that you would be rated Late a lot
Holy shit stop listening to notch. That's not how sparse voxel octree engines work, it won't take up large amounts of memory because similar voxels are grouped together.
[QUOTE=ROBO_DONUT;31507637]Yet he's still ignoring the fact that you don't actually need to store [i]any[/i] information about voxels which do not lie on a surface. In fact, surfaces only compose a tiny, tiny fraction of total volume. Huge regions of empty/filled space turn into huge voxels, so the assumption that you need 1mm of detail [i]everywhere[/i] in a three-dimensional volume is totally and completely wrong. 1mm detail along [i]surfaces[/i] (i.e. two-dimensional, like a texture) would make his estimate a little closer to reality.
Yes, it would still take a ton of disk space. But it is not an impossible ton of disk space.
[editline]3rd August 2011[/editline]
He really needs to take a course on information theory. I'm actually pretty irritated. If he were a troll, he'd be a [i]successful troll[/i].[/QUOTE]
Listen to this guy.
[QUOTE=conman420;31623801]Holy shit stop listening to notch. That's not how sparse voxel octree engines work, it won't take up large amounts of memory because similar voxels are grouped together.
Listen to this guy.[/QUOTE]
True, but there's still many voxels that need to be stored in the memory. Not a number that would take unimaginibly large amounts of memory that's out of reach of today's home PCs, but still a very large number. You can see how they're trying to reduce the memory usage by using just a couple different models over and over again, there really isn't many unique objects in those scenes. So you basically have 2 options:
- you want highly detailed objects, but you can't afford having many of them, so you use multiple instances of each, making the scene look repetitive
- want everything to be unique, so you use lower resolution, in which case it won't look as good as advertised.
Although due to the way octrees work, you could probably store more detail in places where you want it and less detail where it isn't as important. Combined with reusing certain objects in a clever way, you could have a highly detailed scene without looking repetitive.
The bottom line is, these guys need to stop bragging like they've made the best thing ever and address the issues people are asking about. That and release a damn tech demo already.
[QUOTE=smurfy;31623648]If every thread with this video was a car, and you stacked them, they would stack so far that you would be rated Late a lot[/QUOTE]
[img]http://i.imgur.com/ZDfPY.gif[/img]
I've always wanted to use that
[QUOTE=pebkac;31626177]- want everything to be unique, so you use lower resolution, in which case it won't look as good as advertised.[/QUOTE] Well like modern day games it will be a little of both I bet. Dirt and ground will be the same, so will be some trees (instead of 1 tree we could have 10 different types and it would still be better then todays games). While at the same time you don't have to make the game as detailed as the tech demo. Think about it there would be no reason to do every grain of sand because no one will be able to look that closely into a game. Being a smart dev could greatly decrease the storage size while still making it look amazing.
Hehe, I'll bet you're all just taking this hate from Notch's blog post.
[QUOTE=nox;31637017]Hehe, I'll bet you're all just taking this hate from Notch's blog post.[/QUOTE]
It's not really hate but more like disbelief. Seriously, this stuff seems impossible in this day and age.
*looks at video preview image and doesn't read topic*
Oh cool, they made a high-quality Minecraft graphics mod?
the only reason you guys even think that is because of Notch. bandwagon opinions
[QUOTE=imasillypiggy;31621106]Good thing a dev with any sense in there heads will make sure not to detail every grain of sand.[/QUOTE]
I hope to live until they do detail every grain of sand.
Would be so bad ass.
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