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#1
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Came accross this while clicking through a Minecraft forum..
Is this genuine? |
#2
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Seems plausible to me. There might be some difficulties in fast ram storage and access for the point cloud to reside, or applying shader type effects I could see. Maybe just small hurdles really but I don't see why we shouldn't be optimistic with this approach. It probably depends on their method or hardware requirements for fetching the proper pixels to display but even their realtime demo is very impressive at this stage.
Look for the interview they did where they let the interviewer zoom around in the island. Right down to individual pebbles on the paths and fully 3D leaves, so it seems to work. |
#3
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I wonder how they will going to calculate collisions or animations with that amount of points.
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#4
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quantum leaps examples
http://sanfrancisco.cbslocal.com/201...near-stanford/ and http://www.msnbc.msn.com/id/3077363/...eap-computing/ I think we might all be surprised to learn that computing is on the verge of a major leap once again. But the truth is the shares of PC's as in terms of people owning them and total sales as a percentage of all computing devices has really shrunk and have been on a decline for a while. Which is sad. Looking at that article from 2000 makes someone like me who is old enough to remember 300 baud modems and bulletin boards be in awe at where we are today. |
#5
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http://notch.tumblr.com/post/8386977075/its-a-scam
Interesting commentary on the engine. I'll believe it when I see a decent working demo with transparency and animations. |
#6
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Definately not a scam. The engine just has limitations. Those can be overcome however.
For example a mix of both worlds. It was done already by many games like Outcast or the Delta Force game series. If applied correctly this technology could seriously enhance games. Even decade old games like Outcast are still visually impressive and were long unrivaled. |
#7
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The video is a pre-rendered scene
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#8
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Like I said, youtube up the realtime video.
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#9
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![]() Quote:
Without ray-tracing I can see difficulties with proper shadows and other visual shader effects but there is currently so much waste with having to calculate hidden polygons and overdraw despite some things they are doing with occlusion and tessellation. |
#10
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