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[H] The "Unlimited Detail" Guys are Back - Page 3

post #21 of 214
This again? If you want to see a real working Voxel engine then look at Minecraft or Atomontage. IIRC IDtech 6 is also going to support a voxel rendering engine. "Unlimited detail" just shows some teaser videos addled with videos of other engines with tiny bits of their own and honestly it's not very impressive to hear them talk.
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post #22 of 214
No amount of polys can match that palm tree. It's AMAZING
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post #23 of 214
There are always reasons to be skeptical about these types of things. But its also good to be supportive too and hope that it does indeed reach a consumer level.
Edited by OmegaNemesis28 - 8/1/11 at 3:29pm
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Nemesis NE-α
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post #24 of 214
very cool, i hope it gets implemented in games relatively soon
post #25 of 214
Quote:
Originally Posted by lordikon View Post
I'll add some perspective. You don't get animations with "unlimited detail". Not sure how they plan to do a game without any animations. The reason the spatial partitioning works so well in their demos is because nothing ever moves (except the camera).

The only way I see this working at all is if the static environment of a game used this, and the rest of the game used standard rasterization (until ray tracing takes over).
http://www.overclock.net/14428334-post8.html

Apparently they do have animation. Either way, this would be an amazing innovation and would really improve the way games look and feel. I just hope they don't go quiet for another whole year. Would be nice to see this implemented into titles in 5 years or less. I wonder if we're going to need exponentially more powerful GPUs to be able to take advantage of this...
    
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post #26 of 214
Who was the artist that made that tree? Looks like he was thinking of something closer to a weed when designing the leaves.
Impressive if true though.
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post #27 of 214
Quote:
Originally Posted by lordikon View Post
I'll add some perspective. You don't get animations with "unlimited detail". Not sure how they plan to do a game without any animations. The reason the spatial partitioning works so well in their demos is because nothing ever moves (except the camera).

The only way I see this working at all is if the static environment of a game used this, and the rest of the game used standard rasterization (until ray tracing takes over).
Someone said that on the first page. I don't see why many say they can't do animations. What makes you say that?

And they claim they do too.
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Nemesis NE-α
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post #28 of 214
He said months, did anyone else hear that?
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post #29 of 214
Wow. There IS hope for future games!

Thank you Based God!
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post #30 of 214
Quote:
Originally Posted by TFL Replica View Post
I misread the title and was left wondering what their race had to do with anything...
Hahaha. Me too.
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