• OTOY Announces that 'Brigade', a realtime pathtracing game engine, will run in the Cloud
    34 replies, posted
[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] Sphere Columns.. eh Sphere Pyramid.. cool Sphere and Cube.. now we're getting somewhere Cube and Spheres.. this is getting old ..... Table and Chair.. OKAY let's do this [IMG]http://s8.postimg.org/t0l0ii1gz/lol.jpg[/IMG]
I'm still worried about how game devs will use 'the cloud'. I foresee a dark age of 'cloud'-based always online DRM where graphics and gameplay features are arbitrarily run in the cloud for no reason other than forcing a hamhanded non-working solution to piracy down users throats.
[QUOTE=GameDev;44264875]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]3 GTX 680's with 4GB wouldn't have 12GB of memory. They don't share the V-RAM, so you'd still only be able to rend a scene which is 4GB.
Sorry, you need to Log In to post a reply to this thread.