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  #351  
Old 2010-03-12, 09:31
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Another Deus Ex 3 teaser
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  #352  
Old 2010-03-12, 18:38
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... I find it very umm... ridiculous with his wings and robot things and stuff. I mean, it's a nice idea, but it has already been done with Samus Aran in Metroid.
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  #353  
Old 2010-03-25, 00:30
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http://www.youtube.com/watch?v=kJfEQ0gzrY4

A tech demo of a MMO game made for ESA (European Space Agency).
It actually looks pretty cool...
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  #354  
Old 2010-03-25, 01:27
ChaosFish ChaosFish is offline
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Quote:
Originally Posted by Jasiek View Post
http://www.youtube.com/watch?v=kJfEQ0gzrY4

A tech demo of a MMO game made for ESA (European Space Agency).
It actually looks pretty cool...
That's great. It's so good to see someone finally understands games can be so much more than just entertainment.
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  #355  
Old 2010-03-25, 12:33
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I like.

We learn the most by doing. Applying our knowledge, even if its virtually.
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  #356  
Old 2010-03-25, 17:44
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Looks awsome ! I've always liked space-related knowledge.
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  #357  
Old 2010-03-27, 17:05
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The Witcher 2: Assassins of Kings

Trailer:
http://www.dailymotion.pl/video/xcp7...-of_videogames

One of the in-game cutscenes:
http://www.dailymotion.pl/video/xcpg...-re_videogames

God damn amazing .
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  #358  
Old 2010-03-27, 17:17
ChaosFish ChaosFish is offline
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Wowza. Every one the frames there looks like it'd take an hour to render.
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  #359  
Old 2010-03-27, 17:20
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It's ingame though, which rocks .
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  #360  
Old 2010-03-27, 17:40
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I want to see this tech make it into games;
http://www.youtube.com/watch?v=Q-ATtrImCx4&ttl=1

I think its only good for environments as I dont see animations. But still, if they could use that tech with polygon overlays it might be killer.
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  #361  
Old 2010-03-27, 18:30
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I love it! They need artists though, badly...

http://unlimiteddetailtechnology.com/

In some other video the dude says you can convert any 3D polygonal model with an insane polycount to a point data cloud. So I'm guessing characters shouldn't be a problem too...
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  #362  
Old 2010-03-27, 19:13
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Their demo is pretty awful. I don't see any visual benchmarks in their galary that haven't already appeared in video games 10 years ago.

They need a more impressive model/environment to make their idea sell.

Last edited by Lightwing; 2010-03-27 at 19:20.
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  #363  
Old 2010-03-27, 23:20
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Take your artist glass's of and look at the detail. That would take about 100times more polygons then current systems can do to even get remotely close.
Most games still have mostly flat ground, and mostly octogonish tree's.

Quote:
In some other video the dude says you can convert any 3D polygonal model with an insane polycount to a point data cloud. So I'm guessing characters shouldn't be a problem too...
Having a point cloud and animating it are quite different though.
--
I think this technique would involve starting with polygons, then simulating more detail over the top. For example, chucking lots of little particles for dirt/rocks/etc.
Effectively the artist would be free from limits and could add as much as they wanted.

It would be a huge shift away from simulated detail (normal maps/bump maps) to actual shape-details.
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  #364  
Old 2010-03-28, 14:53
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Quote:
Originally Posted by Darkflame View Post
I want to see this tech make it into games;
http://www.youtube.com/watch?v=Q-ATtrImCx4&ttl=1

I think its only good for environments as I dont see animations. But still, if they could use that tech with polygon overlays it might be killer.
*shudders*
Holy, shit.

(Who cares about their artists!?)
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  #365  
Old 2010-03-29, 20:31
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Quote:
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Take your artist glass's of and look at the detail. That would take about 100times more polygons then current systems can do to even get remotely close.
Most games still have mostly flat ground, and mostly octogonish tree's.
I'm not saying the technology is crap, I'm saying their presentation is. What they are showing me right now isn't anything that couldn't be achieved pretty much with modern day, regular polygonal tech.

They need to show us something that has truly not been seen anywhere else before. They need more organic, round environments where you can look at the edge and see that it has thousands of curves and it's not just a flat surface with normal maps. As is, their stuff looks like it was made in Bryce 3.
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  #366  
Old 2010-03-29, 22:45
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Quote:
I'm not saying the technology is crap, I'm saying their presentation is. What they are showing me right now isn't anything that couldn't be achieved pretty much with modern day, regular polygonal tech.
Yes, their artwork is crap...they are coders, they haven't got artists, or even the tools for artists to work. (in fact, I think it might just be one guy...)

But they, nonetheless, are demoing quite clearly stuff that cant be achieved with current tech.

Quote:
They need more organic, round environments where you can look at the edge and see that it has thousands of curves and it's not just a flat surface with normal maps.
But I think they have done that.
(not well used curves, sure, but still curves...I cant see anything that looks like a polygon edge)



Ive seen nothing in games like this. Not even with all the normal mapping and advanced lighting tricks possible to fake detail. Even the curve on one of those mushrooms looks better then most games pull of for a whole tree. (when up close)
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  #367  
Old 2010-03-30, 00:06
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Well, the other thing I would say is that everything in their demo looks like noise -- sand paper. And I would like to see how advanced texturing and animation works with something like this.
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  #368  
Old 2010-04-02, 21:41
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Well, I dont think youd have advanced texturing much.
I think youd probably just have lighting and specular....normals and bumps wouldnt be used.
Other stuff like fur-shading would probably just be transparency's.
(although, that said, I dont remember seeing transparency in the demo)

The other question is reflections. We saw a reflected plane, but nothing else.

Animation is another question mark. There is a brief shot of some animated creature in the demo, but it doesn't look like its skinned.
My suspicion is you'd want to use something like this, but then separately render polygons ontop.
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  #369  
Old 2010-04-02, 23:06
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Why would you use transparency for anything other then transparent materials with this method? You can just generate fur with individual hair with this technique...

I'm betting you could even model the skin pores under that... imagine having a model detailed up to a cellular level... with so many particles they could simulate injuries perfectly too... you know, set up the materials of the body as flesh/fabric/metal etc. with variable hardness, and then just let the physics do the rest when an injury happens. Glass would shatter appropriately, metal would bend as it should.

When you have infinite detail and are not restricted with polygons...

I'm not sure you would need any sort of complicated lightning system, because they would just set the albedo of the particles

I do agree however that it looks like noise, I think that's because they should've somehow blurred the background - as people don't usually have vision as sharp as that - it looks awkward to us.
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  #370  
Old 2010-04-02, 23:38
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Interesting stuff.
However at the moment I'm working on a project for the xbox, and it's got a 500.000.000 limit on polygons per second. That's a 500 million polygons. It's a huge amount. Surely I can't just import all of the high-poly models, but it's going towards unlimited use of polygons anyway.
I can't understand why they used 8-sided shapes for the trees in Crysis by the way; they could've used a tenfold if they wanted.

Still, very interesting. I have no problems looking past the programmers art, but I am interested in how realistic environments will hold using this technology.
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  #371  
Old 2010-04-03, 00:13
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Isnt it a question of level of detailing?
So you might have 500m polygons/second (so thats 16,666,666 a frame)..but you cant really use all of that all the time. If you use that for a corner of the landscape, and then the camera takes in two corners at once, you just halfed your framerate.

Individual objects you can LOD, of course, but a whole landscape is tricky no? And even with separate objects I think it adds a fair bit to the workload.

That would be my guess as to why Crysis still has octogonal trees.

Of course, if all the objects and textures were generated from procedurals on the fly, Loding would be easy :P
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  #372  
Old 2010-06-05, 11:49
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Looks like Episode 3 will be announced on E3. Well, I can't imagine anything else that can be announced when there's "Freeman" and lambda in the image.
The "evidence" here is a bit too much if you ask me, but whatever.
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  #373  
Old 2010-06-06, 14:01
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Omgzx! About time.

Maybe it will be released in "the purple box" or something together with Portal 2 and another game.
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  #374  
Old 2010-06-07, 18:46
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Heroes of Newerth wierd mix of RTS and RPG/Arena you need to clear at lkeast one of the 3 ways to the enemy base and destroy the main structure, a DoTA remake if you ever played it. hard time convincing my father to buy it...
Released 12, May
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  #375  
Old 2010-06-09, 01:02
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New Deus Ex vid, it's sick.

http://www.youtube.com/watch?v=4FRWYRqaGFE
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