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unlimited detail graphics

Yeah, it was posted in General Discussion i think.

The guy narrating it doesn't do it any justice.
 
i thought he sounded like the son of lloyd grossman :D

yeah i agree, more tech demo's would be good.

i'll add the intro video and second part to the OP
 
YAH LETS USE DAHTAH.

Weird weird person. Not terribly impressed by the tech either.

yeah that bugged me a lot too, especially considering he says it a gazillion times...

why aren't you impressed? it's all done in software, on a laptop. considering ever a 5870 won't give you ~100fps in a detailed game like crysis, i think it's incredibly impressive.
 
looks awesome. but he is never gonna sell that to anyone. they need new marketing peeps :P still. impressive tech. cant wait to see where this goes.
 
i think thats just an artist thing basically. its been made by computer nerds not art nerds. they need to make friends with art nerds and make something amazing me thinks :)
 
Lol, its for static scenes only because its basically voxels stored in an octree and recalculating the octree in each frame would be computationally unfeasible.

Sorry to burst your bubble but its a lot of trash.

This technology is ancient too.

lol
 
i think thats just an artist thing basically. its been made by computer nerds not art nerds. they need to make friends with art nerds and make something amazing me thinks :)

couldn't agree more.

this is purely to show what and how the tech renders objects, not go for the wow factor. well, not yet anyway :)

i really hope it gets a decent tech demo and ati/nv/microshaft implement it in some way
 
Lol, its for static scenes only because its basically voxels stored in an octree and recalculating the octree in each frame would be computationally unfeasible.

Sorry to burst your bubble but its a lot of trash.

This technology is ancient too.

lol

voxels are old, yes, but this is using a search engine style of mapping.

UT link said:
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 Yahoo 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.
 
Yay, condscending tech demo! Wooooo!

The narrator sounds like he has a chip on his shoulder and aparently it's his tech too.

The problem is I don't think this tech is scalable like current gaming engines can provide and it won't do away with some sort of hardware needing to process it. There's more to games than how they look and display themselves.
 
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