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unlimited detail graphics

This is very old news - pre 2001 if I remember correctly.
The downside to this tech was the lack of rendering any animation at an acceptable speed.

If a big company was to invest im sure it could be improved but by the looks of things no one wants to touch it.
 
I seem to remember John Carmack saying a few months ago that he see's sparse voxel octrees as the future. If he's right (and there's a pretty strong chance that he is!) then I imagine this tech is a good indication of what we can expect a few years from now?

Edit: heh, too slow. See post above!
 
I hate the way he says data.

I pronounce it "dayta" not "darta"

I'm listening to this guy speak now, and i hate him.

If you were out and you heard this guy speak, you'd give him slap!

This is my second edit, and i hope this tech fails purely because i dislike that guy so much. I hope he fails, becomes depressed and never narates another video in his entire life.

I can't stand his voice, the way he appears so condescending, i can't stand it.
 
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As mentioned above and as I mentioned in the other thread about this in PC Games - its using a version of voxels probably spare octree based and theres way too many limitations to this currently for it to go anywhere much. Also most people find interacting with scenes using voxels, even very fine grain, nauseating for some reason and likely to induce headaches.
 
I seem to remember John Carmack saying a few months ago that he see's sparse voxel octrees as the future. If he's right (and there's a pretty strong chance that he is!) then I imagine this tech is a good indication of what we can expect a few years from now?

Edit: heh, too slow. See post above!

He was talking about using them in specific cases for parts of the engine where it would make sense rather than using them as the base of your engine.
 
Personally I think it's a pretty crap demo, and their company website is atrocious. They bemoan the big players not taking an interest in their work and it's no wonder really given how they present themselves.

Also I don't fundamentally believe that the minds working at ATI, Nvidia, Intel et al are so clueless - as is implied - as to not know the limitations & realities of this tech. To take the video at face value you'd think these guys had turned water into wine.
 
They present themselves so stupidly like a bunch of teenage angry WoW players, and expect the graphics companies to take them seriously?

Have they actually taken the effort to write any large dissertation / thesis and presented the graphics companies with solid research, evidence and convincing information about this technology?

Nothing is actually moving in any of the demos, everything is just stood still and being rotated. What happens then things start moving? When the pyramids get hit by a rocket launcher and explode? Any physics effects? Any T+L? And HDR lighting and shadow effects?


Normally, if a person creates something as amazing as this unlimited graphics thing is trying to be, they dont make videos sounding like little school girls cying over being told no to wanting an ice cream.

To be honest, when I first heard about this 'Unlimited Graphics' thing a few days ago, I thought 'Wow, that sounds good'. Then after watching any of the presented information you either just want to roll on the floor laughing, or go and smack the creators of these videos across the face.

And them being so cheesed off over ATI / Nvidia / Intel not taking them seriously is just the icing of a cake made out of bullpoo.

Regarding the part 1 video and them going on about games using flat grounds with very few polygons and their (rubbish looking) stuff being better, Tesselation and Heaven benchmark say Hi!

LOL at the 'I promise you I have a mastery of the English language' comment. Doesnt sound like it - 'DAH-TAH' :x

'Annlimittedpointclauddaughta' Gah, stop saying it :x
 
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LOL at the 'I promise you I have a mastery of the English language' comment. Doesnt sound like it - 'DAH-TAH' :x

That used to be the proper way to say data, in England. In the 70s, it was split between day-ta and dah-ta with dah-ta being the more 'proper. It's changed since the 80s (and probably more due to Star Trek Next generation than anything else), with day-ta now being by far the most common.

For those who like to bemoan Americanisms in English langish, this is a perfect example.
 
For those who like to bemoan Americanisms in English langish, this is a perfect example.

I like to bemoan funny typos. :p

Posh types pronounce a lot of things differently. "Preecedent" instead of "pressedent" for example. Another funny thing is, if you go to Canada, they'll use British phrases and sayings but in an American-sounding accent, mindf**k TBH!
 
this is a long way off being used in gaming (if at all feasible). as mentioned in the other thread, there's limits in the size of the scene (memory), dynamic lighting/animation/physics haven't been touched in any of these videos, and would be the biggest challenge.

if this goes anywhere, awesome, if not, oh well
 
I love the way that they call it 'unlimited detail' technology, and yet when they go close to objects they are pixelated to hell. This tech also has one MAJOR problem that Bruce Dell neglects to mention in his painful voiceover - you cannot perform skeletal animations on point cloud data, ie: it's currently impossible to animate any character in a game unless they are made of multiple rigid pieces (you can see this in part of the demo).

I am much more interested in what John Carmack is working on for id Tech 6, with raycasting into sparse voxel octree datasets. That will offer unique detailing down to the equivalent of the texel on world geometry and static assets.
 
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