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UnlimitedDetail

Been posted before:) They look "amazing" but notice that nothing is animated or moves (apart from the camera).

If it was that "amazing", Nvidia and AMD would have used it by now.
 
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oh man I watched these a few weeks ago, the background music could be used to interrogate people I swear its sooo bad
 
Been posted before:) They look "amazing" but notice that nothing is animated or moves (apart from the camera).

If it was that "amazing", Nvidia and AMD would HAVE used it by now.

Did you actually watch the video?

I really can't handle this guy's accent.
 
I'll wait for IdTech 6 and UE4 personally, i wish these guys well (always good to see new stuff) but there are way too many unanswered questions regarding this tech.
 
No not really... its just another form of voxel based rendering... too many problems to make it mainstream in any current form (including this).
 
This is what Tesellation does in DX11?

Nope tessellation is data amplification, as we see it in games today it takes information from a displacement map and deforms the subdivided mesh in one direction along the normal to create the 'new' geometry. For instance you cannot use displacement maps to create overhangs or folds in cloth.

Using vector displacement maps would come closer to these 'infinite' (use that word very loosely) geometry methods because it deforms the subdivided mesh along 3 axis, but that won't happen for a long time if ever in real time 3D, and it's still inferior.

Basically any type of tessellation is limited by 2 things, the resolution of the displacement map and the density of the subdivided mesh. Also you will never get uniform detail with tessellation even if the original mesh has perfectly uniform topology.

Point cloud/voxel geometry is always perfectly uniform in detail and it can be much more efficient for storing complicated shapes, but there are still some serious hurdles to overcome in animation and other areas. There's a decent chance we'll be seeing at least hybrid engines in the next console generation though, with point cloud/voxel geometry for static objects and world geometry and traditional polygonal models for characters.
 
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We might see some hybrid useage for specific things (a couple of people including John Carmack have hinted as much in their new engines) but theres way too many issues with point cloud/voxel systems the most pressing being they make 9/10 people feel nauseous (for some reason these systems screw with depth perception).
 
but theres way too many issues with point cloud/voxel systems the most pressing being they make 9/10 people feel nauseous (for some reason these systems screw with depth perception).

Never heard of that and i can't find anything on google about voxels/nausea/motion sickness - where did you read about it?
 
I dunno if its documented anywhere, I was working on a product (not videogame) back around 1999 or so when games like delta force, outcast, etc. were popular that experimented with a voxel engine and found the majority of the target users found it made them feel sick after anything other than short periods of usage, especially when used in areas modelling confined spaces, when used for terrains it didn't generally have the same nauseating effect.
 
Hmm, well no offence mate but if this was a well known phenomena related to voxels then i think there would be a massive amount of information about it, especially if you're talking about 90% of people being affected. Sounds to me like it was something specific to the implementation the company was working on (must have been very primitive in 1999).

I work with voxels almost daily for digital sculpting and i've never experienced any kind of depth perception problems (this would be a killer when you're primary requirement is to assess volume and form). Also voxels have been used for visualization in engineering, medical, military, geographic fields etc.. for a long time now so it would be very well documented.

There's always a small amount of people that get motion sickness in any 3d virtual representation no matter what technology it uses (or even if the camera is first person or not) but that's thought to be caused by differences between what your eyes and inner ear are reporting to the brain simultaneously.
 
Most of what you've listed are industrial type useage, typically where your viewing an object thats in the middle of the screen with fairly slow paced/limited camera useage which is far less likely to cause nausea. Granted this was fairly primitive voxel technology but it was pretty common complaint from anyone who spent much time "playing" in the interior parts of the simulation.

Voxel useage in first person gaming type situations isn't that common, the few games that used it were mostly exterior/terrain based with limited inside areas so its not suprising its not come up more.
 
Most of what you've listed are industrial type useage, typically where your viewing an object thats in the middle of the screen with fairly slow paced/limited camera useage which is far less likely to cause nausea. Granted this was fairly primitive voxel technology but it was pretty common complaint from anyone who spent much time "playing" in the interior parts of the simulation.

Voxel data sets are used for thousands of vis applications, you can't be suggesting that nobody apart from you and the people you worked with have seen a relationship between voxels and motion sickness?

If your implementation was a simulator then it points STRONGLY to motion sickness as caused by the conflict of what the eyes/inner ear report to the brain. Many pilots still suffer from motion sickess even with the most up to date simulators, that doesn't mean that polygons have anything to do with it.

I'm not meaning to sound nasty, i just have no idea why you are specifically saying that voxels cause motion sickness, it doesn't make any sense to me at all.
 
I know where your coming from - I don't think theres been enough done in first person gaming situations with voxels in the manner of this unlimiteddetail engine, etc. tho to highlight such issues if they do exist.

http://voxelstein3d.sourceforge.net/ if anyones interested in seeing if its a problem for them thats a good start (this isn't the project I'm talking about).
 
Yeah i played Voxelstein a while back, funky little engine (i wish he would hurry up and release the raytraced version! it looked great on youtube). I didn't experience any motion sickness myself with that.
 
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