Haplo on 26/5/2009 at 05:22
Back to Outcast.
june gloom on 26/5/2009 at 06:33
Wow, it's like real plastic.
Koki on 26/5/2009 at 07:59
Looks kind of weird when it zooms in/out.
Ostriig on 26/5/2009 at 17:26
Hm, regarding the Youtube video - some hard numbers would be nice to get an actual idea as to what it can do with that "single GTX280" it mentions at the start. As things stand, despite the high-poly model, it's hard for the general public to get a very good impression of what's what in terms of evolution.
As for the article, I don't speak German and Google's translation is rather choppy.
Edit:
Nevermind the first bit, it seems we're dealing with a pretty different type of soup altogether.
SubJeff on 26/5/2009 at 17:32
What a dull demonstration.
gunsmoke on 26/5/2009 at 19:13
Wow. 60 fps on a single, shitty looking character with one of the fastest graphics cards in existence. I should care why? Damn, that thing is NOT impressing anyone.
Assidragon on 26/5/2009 at 19:25
Some people need to learn more about the upsides of raytracing... it's definitely going to replace the current raster graphics.
Toxicfluff on 26/5/2009 at 19:37
Quote Posted by gunsmoke
Wow. 60 fps on a single, shitty looking character with one of the fastest graphics cards in existence. I should care why? Damn, that thing is NOT impressing anyone.
Yeah the character looks shitty, but I think that's mainly an art thing here. Even a quarter of the level of detail on that character in real-time would be pretty impressive for me. If they tie it into the megatexture thing so for ver-increasing amount of LOD at close range in both texture and geometry detail, this could look absolutely amazing.
Although... well, looks. It's not a thrill that keeps on giving for me these days, and nor was it ever once I was properly drawn into a game.
Sulphur on 26/5/2009 at 20:39
Voxels, eh? Great way of getting lots of detail, but not something current GPUs are well-equipped to handle. We're talking next generation at least before you see this technique being anywhere near useful for gaming.
And anyway, according to this article, there are a ton of associated problems - apparently this method needs tons of storage space/stronger compression algorithms, it's not clear if you can animate voxelised stuff because of the sheer computation power required, and it looks like dynamic lighting may also be out of the question.
Those aren't small problems, and they'll have to be dealt with before games can start utilising this stuff. We're probably going to end up with a hybrid solution of rasterised and raytraced real-time graphics, just like Carmack said in last year's interview.