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The future of graphics in games - Page 8

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Nayas
Profile Joined July 2010
Canada33 Posts
August 01 2011 20:18 GMT
#141
I'd have to see a cpu/memory benchmark usage of that technology before believing it.
Sure, it sounds pretty damn exicting, but they could have done it on a super computer, who knows.

We can only dream of a game with that technology though. Doubt we will see one while alive.

(sorry for my bad english~~)
DoraTheExploreHer
Profile Joined August 2011
10 Posts
Last Edited: 2011-08-01 20:20:15
August 01 2011 20:19 GMT
#142
--- Nuked ---
Falling
Profile Blog Joined June 2009
Canada11607 Posts
Last Edited: 2011-08-01 20:28:40
August 01 2011 20:27 GMT
#143
On August 02 2011 03:18 Nycaloth wrote:
The real problem with computer graphics in gaming, imho, is that the spectacular advances in hardware and software technology combined with marketing efforts have made it acceptable, yes even common place, to produce games with shoddy mechanics and poor to nonexistent storytelling, just as long as the graphics look really really shiny. hope this is not too far OT.


Absolutely agree with this- a blog I follow (Shamus Young) constantly rants on these sorts of things. All of the AAA game companies constantly are pushing the edge of graphics sky-rocketing development prices while putting far too little effort into mechanics, solid gameplay and something other than mind-numbing stupid storylines. Even something like procedurally generated content has largely been abandoned.

And here comes yet another near photo-realistic fps game or zombie apocalypse with washed-out colours.

I'll admit this could be impressive, but the graphics revolution has sprung so far ahead that there's a lot more that could be reasonably be explored to catch up. Rather than the endless graphics breakthrough that are super more realistic graphics than the more realistic graphics.
Maybe I'm just bitter.


edit.
^What the...
ModeratorWake me up when Trump's term is finished. Slava Ukraini.
SnetteL
Profile Blog Joined February 2011
Belgium473 Posts
Last Edited: 2011-08-01 20:57:59
August 01 2011 20:57 GMT
#144
I don't want to engage in the discussion about this being real or not, I don't know anything about these kind of things.

I do want to state that some people trying to calcute the amount of memory needed for this technology shouldn't oversimplify this.

In theory you only need the surface(-points, -voxels, whatever) to be different from another (those are the only ones visible for the eye) and even those won't differ a lot from eachother (probability for a point next to a brown point being brown as well will be higher for example).

This means A LOT of the points/voxels/data will be the same which allows for some huge compressing (even if the points/voxels in the body of an object are not void).

TL;DR: With proper coding the big amount of data can be reduced a ton.
Caps lock is cruise control for cool.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
August 01 2011 21:06 GMT
#145
The real issue is ANIMATING such objects. Take for example LA Noire, which had a lot of emphasis on facial animation - how do you do that with point-based objects? Animating a billion points is where the real hardware issues are going to pop up
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
TolEranceNA
Profile Joined April 2011
Canada434 Posts
August 01 2011 21:08 GMT
#146
I stopped watching as soon as i heard the word unlimited 20 times.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
NIIINO
Profile Blog Joined July 2010
Slovakia1320 Posts
August 01 2011 21:13 GMT
#147
Am I the only one who is scared of such a tachnology ? But Im still looking forward to it.
semantics
Profile Blog Joined November 2009
10040 Posts
Last Edited: 2011-08-01 21:15:52
August 01 2011 21:14 GMT
#148
On August 02 2011 05:04 Dragom wrote:
+ Show Spoiler +
Holy jesus, on one hand, Games will look a lot more realistic and we wont have wierd problems that result from module lag(for example, if you try to fly a super fast plane in gta 4, sometimes you will notice that a building just appeared from nowhere in fornt of ur face, killing you.

However, the problem is is that the average computer jsut cant handle this huge leap. If we think about Moore's law, we will notice that it will take decades for the average computer/gaming machine to adjust to this. As the video said, you can run 5 of these real objects, but a computer wont easily handle a entire game of these objects.

As the above posts said, you need polygons or else dealing with collisions would cause major lag, now just think about a sword penetrating armor....



Show nested quote +
On August 02 2011 04:59 lowfi( wrote:
Some more information for all the people talking about the need of high end systems.

The company also claims that it doesn't require a super system to render all that. If you watched their first video they gave a short explanation.

Also in text format from http://unlimiteddetailtechnology.com/description.html
+ Show Spoiler +


How does it work?

If you have a background in the industry you know the above pictures are impossible. A computer can’t have unlimited power and it can’t process unlimited point cloud data because every time you process a point it must take up some processor time. But I assure you, it's real and it all works.



Unlimited Detail's method is very different to any 3D method that has been invented so far. The three current systems used in 3D graphics are ray tracing polygons and point clouds/voxels, they all have strengths and weaknesses. Polygons run fast but have poor geometry, ray-tracing and voxels have perfect geometry but run very slowly.



Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the search tool and typed in a word like 'money' the search tool quickly searches for every place that word appeared in the document. Google and Bing are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn’t touch any unneeded points, all it wants is 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call "mass connected processing". Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.

The result is a perfect pure bug free 3D engine that gives Unlimited Geometry running super fast, and it's all done in software.


Wikipedia is also linking to two articles about "unlimited detail"
http://en.wikipedia.org/wiki/Unlimited_Detail

Would be interesting to know about some more details on how it works.

+ Show Spoiler +

The search thing may be good for casual gamers, but for pros who are constantly using the camera to scroll around with almost 0 predictability(of course, we humans would know why he may have the camera face this way, but a machine cannot) this will cause lag for the things that yet rendered because they forgot to count that when switch to one view to another direction, you also have to delete the first view from the physical memory.


Edit:
Show nested quote +
On August 02 2011 04:03 semantics wrote:


real time rendering owned.


ummm, in the first video, around 11 seconds, you see some of the stuff switch from one module to the next...

its a tech demo, so throughout the demo they turn up and down the tessellation they also do things like turn off textures etc to show off what's being done. It's probably best understood in a presentation with someone telling you when something is being done.
http://www.geforce.com/GamesandApps/apps/endless-city-demo
http://downloads.guru3d.com/Stone-Giant-Public-Demo-download-2526.html
Tech demos usually show off hardware feature sets etc, most games aren't nearly so specialize in their programing because they try to really support legacy stuff form 4 years ago so their games can sell after all what good is a nice looking game if you can't move a product because no one can buy it and adding in more details cost more money.
Liveon
Profile Blog Joined September 2010
Netherlands1083 Posts
August 01 2011 21:17 GMT
#149
On August 02 2011 04:52 Wr3k wrote:
Show nested quote +
On August 02 2011 04:34 da_head wrote:
yea just saw this on reddit, quite fascinating.


Yeah I often feel that the general forum should be labelled reddit reposts.

I actually did not get this from reddit. My brother posted it in IRC and I know he doesn't visit Reddit, a pure coincidence
Hearthstone manager ECVisualize, Head Admin DSCL
slytown
Profile Blog Joined March 2011
Korea (South)1411 Posts
Last Edited: 2011-08-01 21:29:52
August 01 2011 21:29 GMT
#150
The Battlfeild 3 character movement is looking promising for FPS games. I think it will be a long time before cinematics are on par with real-time graphics though.
The best Flash meme ever: http://imgur.com/zquoK
KimJongChill
Profile Joined January 2011
United States6429 Posts
August 01 2011 21:34 GMT
#151
On August 02 2011 05:19 DoraTheExploreHer wrote:
YOU DO NOT UNDERSTAND, THERE WILL BE NO FUTURE! SEVERAL HIGH CLASS GOVERNMENT OPERATIVE HAVE ALREADY BEEN IDENTIFIED AS BEING REPTILIAN INCLUDING BUSH HIMSELF AS WELL AS VERY IMPORTANT MEMBERS OF THE OBAMA ADMINISTRATION. STAY INFORMED AND BE AWARE, THEIR TIME IS COMING.
[image loading]


Wasn't the thread recently closed? Why are you even posting this.
MMA: U realise MMA: Most of my army EgIdra: fuck off MMA: Killed my orbital MMA: LOL MMA: just saying MMA: u werent loss
Simberto
Profile Blog Joined July 2010
Germany11991 Posts
August 01 2011 21:45 GMT
#152
On August 02 2011 05:13 Jetaap wrote:
Looks like mostly bs, they don't explain why their approach is more efficient than the polygon based approach. I mean, look at movies: it's pretty easy to have ultra realistic details with the current technologies, the problem is to be able to do it real time.

ps: the so called "moore's law" is not true anymore since a couple of years.

edit:

Show nested quote +
Unlimited Detail is a fourth system, which is more like a search algorithm than a 3D engine. It is best explained like this: if you had a word document and you went to the search tool and typed in a word like 'money' the search tool quickly searches for every place that word appeared in the document. Google and Bing are also search engines that go looking for things very quickly. Unlimited Detail is basically a point cloud search algorithm. We can build enormous worlds with huge numbers of points, then compress them down to be very small. The Unlimited Detail engine works out which direction the camera is facing and then searches the data to find only the points it needs to put on the screen it doesn’t touch any unneeded points, all it wants is 1024*768 (if that is our resolution) points, one for each pixel of the screen. It has a few tricky things to work out, like: what objects are closest to the camera, what objects cover each other, how big should an object be as it gets further back. But all of this is done by a new sort of method that we call "mass connected processing". Mass connected processing is where we have a way of processing masses of data at the same time and then applying the small changes to each part at the end.


lol it's so obvious that it's a scam that it's not even worth arguing. I pity the guys who put money in this if there are any.


Well, if it is a scam it should be pretty obvious once they run away with the 2 mio $ they got from the australian government.
DeLoAdEr
Profile Blog Joined July 2003
Japan527 Posts
Last Edited: 2011-08-01 22:04:20
August 01 2011 22:00 GMT
#153
john carmack (http://twitter.com/#!/ID_AA_Carmack) just twittered:

"Re Euclideon, no chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging."

so maybe it's not a fake after all.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
August 01 2011 22:43 GMT
#154
No more worrying about polygon count? hell yes
I am Latedi.
sCfO20
Profile Joined May 2011
176 Posts
August 01 2011 22:56 GMT
#155
I don't know about this. I think it would be a great step forward, but with games like Oblivion (minimal loading screens, great expanses of terrain) this would just be too much.

I THINK. I don't know for sure. I'd love to see it though.
khanofmongols
Profile Joined January 2011
542 Posts
August 01 2011 23:02 GMT
#156
I feel that this is probably centered around some way of compressing massive amounts of data down and pre-rendering everything. I noticed that one of the early demos had things a Sierpinski pyramid.

If this is the case then animation won't be possible but idk.

Looky
Profile Joined April 2010
United States1608 Posts
August 01 2011 23:08 GMT
#157
or you can just use what bf3 is using lmao
hellsan631
Profile Blog Joined March 2010
United States695 Posts
August 01 2011 23:16 GMT
#158
They explained the methodology in one of their previous videos. What they do is calculate what "atoms" are going to be viewed by the player, and render only those "atoms". Its a neat little trick that can make something like this possible. It still needs a bit more computing power and a video game or two to back the engine, but nothing is or has really come close to geometric level of detail in scenes and what not.
Z3kk
Profile Blog Joined December 2009
4099 Posts
August 01 2011 23:19 GMT
#159
On August 02 2011 06:34 KimJongChill wrote:
Show nested quote +
On August 02 2011 05:19 DoraTheExploreHer wrote:


Wasn't the thread recently closed? Why are you even posting this.


Edit that out of your quote

I actually remember this....still looking forward to what this might entail. It seems like it's fake, but what they've displayed looks amazing. This could get scary, though, if the game companies want to acquire this technology in due time.
Failure is not falling down over and over again. Failure is refusing to get back up.
R3m3mb3rM3
Profile Joined September 2010
Germany954 Posts
August 01 2011 23:22 GMT
#160
On August 02 2011 08:16 hellsan631 wrote:
They explained the methodology in one of their previous videos. What they do is calculate what "atoms" are going to be viewed by the player, and render only those "atoms". Its a neat little trick that can make something like this possible. It still needs a bit more computing power and a video game or two to back the engine, but nothing is or has really come close to geometric level of detail in scenes and what not.

that trick is already done in normal games, if you play crysis your computer only renders what you see and not the whole island

im really sceptical and cant imagine how a computer would handle so much data
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