[QUOTE=Daemon White;46319676]I was apparently reporting Robert Hallock with the whole dispute on Ubisoft, essentially. Watch_Dogs and Black Flag were being prime examples of that war. Black flag had interactive particles put in on a patch. I couldn't see the option though because I had an AMD card. It also had TXAA disabled / hidden from me in the options as well. Same for Watch_Dogs.[/QUOTE]
TXAA isn't even supported by all nvidia cards.
Lowest card supported is the GTX 650, which was released over 2 years ago. That's a reasonable range of support imo, especially since the TXAA was put into games that are considered "Next Generation".
[QUOTE=Daemon White;46319740]Lowest card supported is the GTX 650, which was released over 2 years ago. That's a reasonable range of support imo, especially since the TXAA was put into games that are considered "Next Generation".[/QUOTE]
pretty weird for an AA method to require specific hardware though.
I really want to see stuff like this + bodies that never vanish + massive amounts of enviromental breakage in games.
I'd LOVE seeing a battle before (perfectly clean, untouched) and after (Massive scorch marks everywhere, walls crumbled, etc.) in a hyper realistic way.
[QUOTE=Adam.GameDev;46319076]And then it will run like shit unless you have an nVidia GPU[/QUOTE]
We'll only see it in one or two games and it'll be massively watered down when we do. Calling it
[QUOTE=TheTalon;46319815]We'll only see it in one or two games and it'll be massively watered down when we do. Calling it[/QUOTE]
If nVidia licenses it out to AMD we might see it be realized somewhat. I'm mostly interested in being able to leave tracks in the grass and spot where battles have taken place. That'd be interesting to see in large scale games, especially for tracking people down. Like in BattleField or DayZ or Rust.
FPS would this can render under one millisecond with a GTX680? Damn! Developers need to start implementing this technology in games now, seeing as the GTX980 is twice as powerful! this run at on a 980? 680?
[QUOTE=PredGD;46319110]
correct me if I'm wrong, but I'm fairly sure nvidia hasn't opened up to let AMD utilize their technology at all[/QUOTE]
That's how business works, I suppose.
[QUOTE=acds;46319299]Why would they ever? They have absolutely no obligation to do so. They spent the money they earned into making certain tech, why should they allow a competitor to use it?
"It's bad for consumers" No it is not. If you like a product from a certain company, you buy from that company, you don't tell that company to make their product open to the competition for copying. That's free market and competition.[/QUOTE]
If half of my consumers cant run some portions of my games features or the game at all, then I cant use that technology in my games, knowing the other side may have advantages besides having higher framerates.
That's the only reason why NVidia feels the need to do so, or their technology that they spent the money for wont be used nearly as much as it should be. That doesn't mean they need to optimize it for AMD, just to make sure it can be done another way, CPU like in PhysX.
Crop circle sim 2015 here we come
i read that as nVidia TurdEffects
[editline]24th October 2014[/editline]
accidentally and all
[QUOTE=J!NX;46319794]I really want to see stuff like this + bodies that never vanish + massive amounts of enviromental breakage in games.
I'd LOVE seeing a battle before (perfectly clean, untouched) and after (Massive scorch marks everywhere, walls crumbled, etc.) in a hyper realistic way.[/QUOTE]
The problem with the quality vs quantity trade of is that pouring money into the high quality branch will result in easily marketable footage and screenshots, and hiding even a few models to cut corners can result in greater performance gain. There's not that many games that put emphasis on quantity, leave alone tons of interactive or dynamic objects that gain unique characteristics you need to be able to quickly save and load.
That said, when a game actually pulls off real quantity like the crowds in the last Hitman (in line with its predecessors), it really impresses me as part of gameplay footage, so maybe this type of graphic hype could become more marketable if the industry ever switches focus from tightly controlled content (carefully scripted demo walkthroughs, edited trailers, screenshots) to more spontaneous Let's Play-like content.
Also how the hell did the buzzword "hyper realistic" escape PR man hype vocabulary, yuck.
[QUOTE=Marik Bentusi;46320629]The problem with the quality vs quantity trade of is that pouring money into the high quality branch will result in easily marketable footage and screenshots, and hiding even a few models to cut corners can result in greater performance gain. There's not that many games that put emphasis on quantity, leave alone tons of interactive or dynamic objects that gain unique characteristics you need to be able to quickly save and load.
That said, when a game actually pulls off real quantity like the crowds in the last Hitman (in line with its predecessors), it really impresses me as part of gameplay footage, so maybe this type of graphic hype could become more marketable if the industry ever switches focus from tightly controlled content (carefully scripted demo walkthroughs, edited trailers, screenshots) to more spontaneous Let's Play-like content.
Also how the hell did the buzzword "hyper realistic" escape PR man hype vocabulary, yuck.[/QUOTE]
No doubt, I'm big time against the shit console devs are doing (looks over performance)
it's something we'll have to wait for really.
This is insanely fucking awesome. Can't wait to see some future games using this technology. Hopefully by then I'll have a GPU upgrade. (GTX560 right now)
Time for that truly immersive lawn mowing simulator experience I have always wanted!
I expected an angry group of rappers chasing you out of their territory with baseball bats
[editline]JOKES[/editline]
Now that'd be proper turf tech
i wonder if we'll ever actually see this in any games
[QUOTE=Lord of Ears;46322379]i wonder if we'll ever actually see this in any games[/QUOTE]
not to any significant effect
Hope fully water is next, and then real time destruction.
Cant wait for Goat simulator to now have realtime edible grass!
Finally:
[video=youtube;RoqqnS8d8vI]http://www.youtube.com/watch?v=RoqqnS8d8vI?t=24m25s[/video]
lawn mowing starts at 25:45
[QUOTE=Ninja Gnome;46319433]because if nvidia never opens up, and all of their cool shit runs like total ass on amd, we're never going to see the tech reach its full potential. this grass will at most be used only for making a game pretty, we'll never actually see it as a gameplay feature like they were talking about because no dev would implement a core game feature that half of their audience won't be able to use at all[/QUOTE]
this type of technology, albeit not quite as good or with as much fidelity, has been implemented in games before as gameplay features using gpu power that isn't tied to a particular manufacturer
Someone should use this to make a game where you play a point of view from an ant.
I LOVE realistic/intractable foliage in games; it makes everything seem so dynamic and engrosses me in the world so this is just great.
Now if we can improve AI so that they act realistically in their realistic worlds. So sick of having these amazing graphics and beautiful visuals be completely overshadowed by how stupid and boring the inhabitants act within them.
[QUOTE=AnnieOakley;46323378]Someone should use this to make a game where you play a point of view from an ant.[/QUOTE]
That's what I was thinking too. Or like, a Hide and Seek game where players are 3/4 the height of the grass but they displace it, and so you can trace players by the paths they make in the grass and stuff.
[QUOTE=OutLawed Blade;46323449]I LOVE realistic/intractable foliage in games; it makes everything seem so dynamic and engrosses me in the world so this is just great.
Now if we can improve AI so that they act realistically in their realistic worlds. So sick of having these amazing graphics and beautiful visuals be completely overshadowed by how stupid and boring the inhabitants act within them.[/QUOTE]
ARMA 2 and 3 (i think for 3) have basic implementation of this, crawling through the grass pushes it down and it slowly pops back up
with this, you can track targets all the way across the map! :D
This would be as mentioned before by some and in the video, an amazing way to track player movements in large scaled battle games.
It'd also mean that you'd have to take precaution yourself because there's sure to be another person following your tracks as well
I love how stuff like OpenSubDiv and these automatic LOD systems are allowing us to go places we've never been able to before with graphics
So does this run entirely off the cuda core?
[QUOTE=Adam.GameDev;46319076]And then it will run like shit unless you have an nVidia GPU[/QUOTE]
Why would you run anything else? So it doesn't matter.
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