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[H] The "Unlimited Detail" Guys are Back - Page 10

post #91 of 214
Quote:
Originally Posted by DuckieHo View Post
I'm curious about the hardware.... GPUs are becoming more general purpose but they are still tweaked for polygon or vector processing.
Do you think there would have to be an entire redesign? Or could they just be slightly modified? If they need an entire redesign then that could stunt this from becoming mainstream for a while. Lets hope not.
post #92 of 214
Quote:
Originally Posted by DuckieHo View Post
I'm curious about the hardware.... GPUs are becoming more general purpose but they are still tweaked for polygon or vector processing.
I think that it isn't really the GPU itself that is designed for the polygons, but the Drivers are going towards that. But That also might be the engine that the game sits on, the GPU is just proccessing that, and they are just really good at floating point calculations.
post #93 of 214
Quote:
Originally Posted by ilam3d View Post
Wouldn't this still be a massive improvement though? They could use a hybrid, and render houses, rocks and whatever doesn't move with this. And make moving things with polygons, then they could put WAAAY more polygons because they don't need to worry about static stuff eating their polycount.

Of course that's implying they can't do animations. Which i hope they can.

I haven't done all the pertinent reading. But if what i understood was right, we can have infinite polygons? No more Cubes representing a cylinder, and no crappy resolutions due to polygons ? If this is true i'm living in the future.

Doesn't this method of rendering make tessellation worthless then? If we're going to render actual sand particles what do we need tessellation for.

IM IN THE FUTUREEEEE...
You cannot have infinite detail without consuming infinite memory or storage space. The main difference is that you can display as much detail as you'd like without a framerate hit.

As far as I am concerned this is just an efficient method of raycasting, but with inherent limitations, like the difficulty in changing the environment (no destruction), or difficulty animating objects.

I would like to believe as much as the rest of you that this is revolutionary, but this is really nothing new, this guy hasn't thought of stuff that wasn't already known 15+ years ago when John Carmack was experimenting with a voxel engine.
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post #94 of 214
The Bar is not what it used to be.

We all remember when Doom blew our minds with the engine rendering verticle strips from a lookup table. Genius at the time lol.

We are already so used to Transformers III mechanical visuals, Jurassic Park realistic creatures etc in movies... And that type of rendering is fully photorealistic, and its high time PC technology caught up.

Speaking of that, PC graphics have been catching up to Movies slowly, but there's still a oceanwide gap where Recorded Movies have the luxury of fully Offline rendering and can take forever to produce their shiny results.

Reminds me of when the Messiah game came out years ago and the engine was the first to introduce what looked like curved surfaces in their Models rendered in game. At the time this was impressive on my Voodoo II SLI

So while potentially brilliant down the road when implemented, I'm wondering what their end goal is. If their goal is to eventually lead the charge towards realistic graphics...I think the Narrator may have used the words "Real" a time or two , Then great, it just seems sloooow going.
post #95 of 214
This is amazing. I can't wait to get my hands on this one day.
    
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post #96 of 214
This will be amazing to have in games. I cannot wait
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post #97 of 214
Yeah when I first saw it a year ago I thought it was fake, nice to see they are back.

They should totally team up with the guy making the Atomontage engine. His engine shows off physics, however I don't see any of that in the 'Unlimited detail' engine.

Also, why are they converting 1mm² to 64 atoms, surly you could go for a lower atom count without a visual difference, but far less performance impact? But I guess they know more about what they are doing then I do

Also, Notch dissaproves: http://notch.tumblr.com/
Edited by .:hybrid:. - 8/2/11 at 9:09am
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post #98 of 214
Quote:
Originally Posted by Timlander View Post
Do you think there would have to be an entire redesign? Or could they just be slightly modified? If they need an entire redesign then that could stunt this from becoming mainstream for a while. Lets hope not.
Not a start from scratch redesign... but optimization and reconfiguration of current designs. GPU companies have accumulated a lot of knowledge over the years.

Quote:
Originally Posted by thrasherht View Post
I think that it isn't really the GPU itself that is designed for the polygons, but the Drivers are going towards that. But That also might be the engine that the game sits on, the GPU is just proccessing that, and they are just really good at floating point calculations.
The GPU is tweaked for polygons though. They include hardware features to assist in polygon rendering and their pipelines are optimized as well.


Here's an example with Z-Culling: http://www.anandtech.com/show/4008/n...orce-gtx-580/2
Quote:
n any case, the importance of this improvement is that it’s particularly weighted towards small triangles, which are fairly rare in traditional rendering setups but can be extremely common with heavily tessellated images. Or in other words, improving their Z-cull unit primarily serves to improve their tessellation performance by allowing NVIDIA to better reject pixels on small triangles. This should offer some benefit even in games with fewer, larger triangles, but as framed by NVIDIA the benefit is likely less pronounced.
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post #99 of 214
Now there going to be building bigger scanners to scan larger objects into the game !!
Imagine a real city AWESOME!!
post #100 of 214
This stuff has been vaporware for years. I'll believe it when they have a working demo that isn't running on their own machines. In particular, with actual animations (because a static engine is useless).

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