[QUOTE=mastersrp;46040593]That's the difference. The Unlimited Detail system doesn't.[/QUOTE]
But this engine has reflections, transparency, ambient occlusion, global illumination, shadows, god rays, depth of field and lighting.
[QUOTE=Robber;46040824]But this engine has reflections, transparency, ambient occlusion, global illumination, shadows, god rays, depth of field and lighting.[/QUOTE]
And a hell of a lot of noise, geez. But we don't actually know if the Unlimited Detail engine could do what you mentioned, however it is likely that it can be implemented either indirectly, or is possibly even directly implemented.
It's just fucking scan data
the mother fuckers are literally just taking pictures of rooms and saying they're photorealistic
It is impossible for Euclideon's engine to do what the Brigade engine does... in that they aren't even attacking the same obstacle.
[QUOTE=mastersrp;46038274]Except that there's no unlimited texture detail because there's no textures at all. There are no classical models either, in the sense that we've come to know from ordinary games.
[/QUOTE]
point cloud literally a dot with color and position. it is a texture pixel in 3d space and will at minimum occupy double the data of a pixel (rgb , xyz). they can have the most efficient lookup and rendering system in the world but something as unique as their advertised videos are going to be massive in filesize unless the bulk of it is procedural (which is probably is, given how instanced-looking their island demo is). their unlimited detail is a practical lie just like how megatexture's unlimited pixel density is also a practical lie
[QUOTE=xalener;46041076]It's just fucking scan data
the mother fuckers are literally just taking pictures of rooms and saying they're photorealistic
It is impossible for Euclideon's engine to do what the Brigade engine does... in that they aren't even attacking the same obstacle.[/QUOTE]
It isn't "just fucking scan data", it is point cloud data. That kind of data can be used to represent anything, even incredibly vast, and insanely detailed huge worlds of dynamic content.
I wouldn't say that what Euclideon has done, or rather what they cannot do, because in reality we DO NOT know yet. We can guess, and that's at a best currently.
So to say that it is impossible for their system do what Brigade does, is both right and wrong. It is right in that they do things differently, and that's no guessing game. They do.
However, considering that we don't know what Euclidieon is doing with their system, we don't know either if it's impossible that it can do amazing effects; in all likelihood, it can do better. We'll just have to wait and see..
Besides, what are you so mad about?
[editline]21st September 2014[/editline]
[QUOTE=Juniez;46041306]point cloud literally a dot with color and position. it is a texture pixel in 3d space and will at minimum occupy double the data of a pixel (rgb , xyz). they can have the most efficient lookup and rendering system in the world but something as unique as their advertised videos are going to be massive in filesize unless the bulk of it is procedural (which is probably is, given how instanced-looking their island demo is. their unlimited detail is a practical lie just like how megatexture's unlimited pixel density is also a practical lie[/QUOTE]
It can do a hypothetical unlimited detail, but obviously it would be limited to the storage space of where the data is stored or generated. Only a moron wouldn't think that.
However, it is actually possible for point cloud data to be reduced further than that, especially considering how certain elements may contain the same data. There's a lot of room for improvement on your statement, besides just bit packing and replacing of duplicate data with memory pointers and/or offsets.
[editline]21st September 2014[/editline]
For anyone else who thinks that packing, say, 4 integer values (a single color integer, and 3 positional integers) into a database must take up massive amounts of space, I say to you: You're not all wrong. But only if that "massive amounts of space" is >1GB.
Otherwise, WhiteDB can do just that.
[editline]21st September 2014[/editline]
In fact, their test (which I also ran on my desktop PC) inserts 1 integer and 4 NULL data into a row, 10 million times. In less than a second.
[QUOTE=mastersrp;46041322]It can do a hypothetical unlimited detail, but obviously it would be limited to the storage space of where the data is stored or generated. Only a moron wouldn't think that.
However, it is actually possible for point cloud data to be reduced further than that, especially considering how certain elements may contain the same data. There's a lot of room for improvement on your statement, besides just bit packing and replacing of duplicate data with memory pointers and/or offsets.[/QUOTE]
yes and rage's heavily lossy compressed textures sure did it some favours. of course it's hypothetically possible - that's not what megatexture's downfall was. the problem was that while megatextures were a niche interest when it was being developed (back in like.. 2004), by the time they came out, no one wanted to use them because traditional methods of displaying textures were both cheaper and more flexible and gave more noticeable results
[QUOTE=xalener;46041076]It's just fucking scan data
the mother fuckers are literally just taking pictures of rooms and saying they're photorealistic
It is impossible for Euclideon's engine to do what the Brigade engine does... in that they aren't even attacking the same obstacle.[/QUOTE]
technically both of the engines' performances are totally independent from geometry and textel density
[QUOTE=Gray Altoid;46025801]I've read that the most difficult thing in games is getting two different entities to interact via animation in a believable way. If you're off by just a smidge it looks really off. For example, in a lot of games where it shows a person handing something to someone else, it never looks quite right, or they do a cut-away at the hand-off.
[editline]19th September 2014[/editline]
Also this is reminding me of that one absurd engine that made everything out of points instead of vertices.[/QUOTE]
This is why I'm very interested in sports games from a technology standpoint, since they're the ones who mainly push the boundaries for mimicking human movement (muscle contractions, cross model interactions, etc.)
[QUOTE=Jund;46041433]This is why I'm very interested in sports games from a technology standpoint, since they're the ones who mainly push the boundaries for mimicking human movement (muscle contractions, cross model interactions, etc.)[/QUOTE]
Muscle contractions and other shit like that is done on the animation side using either bones or control points / nulls that are rigged to different sections of the body.
The game engine can then dynamically move those points depending on the proximity or collision of other objects. Either that, or have pre-determined animations move them depending on a series of different events.
[QUOTE=mastersrp;46040593]That's the difference. The Unlimited Detail system doesn't.[/QUOTE]
[quote](Would be better if it was 780 Ti though ;) )[/quote]
The thing about Brigade is that it's not designed to play nice with what the average gaming desktop has now, it's designed for what's to come in the following years as the technology grows cheaper and more powerful. Given what Brigade's already accomplished in terms of speed and optimization, I'm willing to bet that it's going to become a much bigger thing in a few years or so.
[QUOTE=Namieo;46043118]The thing about Brigade is that it's not designed to play nice with what the average gaming desktop has now, it's designed for what's to come in the following years as the technology grows cheaper and more powerful. Given what Brigade's already accomplished in terms of speed and optimization, I'm willing to bet that it's going to become a much bigger thing in a few years or so.[/QUOTE]
Brigade and Euclideons tech are two technologies that are steps into the future of real-time graphics.
However, what Euclideon has cooked up is quite a bit more feasible unless some GPU breakthrough makes Brigade possible to run on a normal setup without the noise.
[QUOTE=Namieo;46043118]The thing about Brigade is that it's not designed to play nice with what the average gaming desktop has now, it's designed for what's to come in the following years as the technology grows cheaper and more powerful. Given what Brigade's already accomplished in terms of speed and optimization, I'm willing to bet that it's going to become a much bigger thing in a few years or so.[/QUOTE]
Intel tried ray tracing years ago, while it provides very nice results the problem is that you can achieve 99% by doing normal rasterisation and it'll be a lot faster to do so (Where it breaks down is things like caustics, but you can do raytracing for that alongside the normal scene)
Brigade gets GI through path tracing, while Unreal 4 does it by voxels (They're actually useful for once!), the voxel method is much faster while providing comparable results, etc.
The guy behind VoxelFarm (the tech used in Everquest Next) gives his commentary on Euclideon's new video: [url]http://procworld.blogspot.ca/2014/09/your-euclideon-yearly-fix.html[/url]
Basically: great tech, retarded marketing and probably better suited for another market than gaming.
[QUOTE=Clavus;46043571]
Basically: great tech, retarded marketing and probably better suited for another market than gaming.[/QUOTE]
They already did the geospatial industry :L
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