Get ready for the yearly round of convincing retards this isn't the revolution of gaming since the pixel
The technology is useless for animating, the framerate shits itself when it tries to do any kind of movement, be it dynamic lighting or even something as small as tree leaves swaying in the wind.
>$2 million aussie government dollarydoos
>11 years in development
>based on existing experimental technology from the 80s/early 90s
>nothing more than a basic of basics demo
I like how the first thing you thought was "oh shit i gotta convince people that this isn't the future"
Dude seriously,people have worked hard on this shit,it might not be the future but it sure as fuck is a step towards it,why do you have to dismiss people's hard work because you's a lil bitch?
For all we know this shit might be the foundation for some cooler shit in the future jesus just be happy for a moment because we actualy are making progress...in the technological department cause society is getting more and more sensitive and liberal.
they focussed on making cloud-based geospatial software for enterprise, which i imagine is extremely lucrative and relatively secure. i'm sure applying it to games requires more work.
You could, but it look like a Disney cartoon where the background obviously got more time being drawn than the moving characters. Or like in point and click puzzle games, where active objects are of different color. It would be no good.
So its basically "Gone home" the engine?
You guys know how this is done right? It's actual photos thrown on to polygons, every time the angle changes in a shot you can see the photos blur as they shift to the next picture. You can clear see this on the cans of paint on the floor.
It's like the 3d editing shit in photoshop
I prefer this since it's actively usable in games right now. https://www.youtube.com/watch?v=Qv2-8IS-jfU
There was another video I cant find that would generate 3D terrain from images that with a little bit of tweaking would become destructable realistically. They had it top down so it looked like a great RTS engine.
It's point cloud data you silly goose, there are no polygons just a ton of static voxels displayed using some new algorithm that is probably never going to be used for anything other than viewing terabytes of scanned data.
The example that came to my mind was the Resident Evil Remake.
I think you're right for the most part, but I think if someone were to use lighting and high quality animated models to good effect like that of REmake it would work out to at least be interesting and/or non-jarring.
>still believing the reagan myth about the link between welfare and laziness
>implying people with jobs aren't infinitely more lazy than those without
>being this retarded in 2014
You might aswell travel back in time and trick the jews into believing your staff is a snake for all the good you're contributing.
not his word, just a basic grasp of what the software actually does.
it's quite clear that they aren't a games company but a geospatial software company. creative thinking and relevant domain knowledge is required to get it working, but nothing about it precludes that possibility.
This is a bit different, but you can do essentially the same exact thing for free.
this is unusable for games tho, unless you want to reconstruct parts of cities and use them as environments
Gone Home's engine is just shit. The reason this drops to shit is because it's trying to move millions of small particles every single time something moves.
This is not the engine, this is a rendering technique for photo/laser scanning. They claim it can be used for games, but before they actually show some footage it's fucking bullshit.
That looks like complete shit. Games already look better.
this can't do lighting because it scans the place along with the time it was scanned, adding lighting and animations would cause a strain to the computer no matter how good they optimize it
this is the technology gaming needs but not right now, polygons are still easier and much efficient to use
You are a fucking moron. There is no proof and rendering animated models using octrees is like the holy grail of voxel rendering. So if they can do that, why don't they fucking show it?
They can have animated stuff, but naturally since the lighting for it would have to be calculated real-time the lighting on it wouldn't mix well with the lighting of the scene.
So what I'm seeing is a very nice looking alternative rendering engine used, in this case, to recreate laser-scanned environment data. Pretty neat.
So why do people seem to be indignant about it? e.g. they're pointing out that there are no animations, as if that makes the whole thing not worth using for anything.
Speaking of awesome environments, The Vanishing of Ethan Carter is released today.
Anyone else looking forward to it?
from what i read from wikipedia it just utilize an awesome search algorithm on giant point clouds.
but this still mean you gotta need your terabyte sized cloud somewhere on the pc.
in the hard disk unless you want to stream it from a server.
this just mean there is gonna be a delay on the frames right?
i guess it would still be usable for ultra hd 3d backgrounds.
this is next level of static tho. no light, no shadows, no reflections.
how. do. you. even. that doesn't make sense. how can you add animation to a voxel engine in a non-voxel way?
>Point cloud occlusion culling with massive octrees
>Viable for video games
Even if you manage to get one data point per bit you'd still need terrabytes of HDD capacity if you wanted to make a game with the standard of asset variety you see today.
At times, it reminds me of the landscapes on Onimusha 2. Looks like a photo, pretty impressive.
Let me know when they find a way to have dynamic lighting, shadows and animations on that thing.
Obviously you've never worked or been in the real world child so I explain something to you slowly. Before you display a product to a customer you make sure it is at least functional and meets the basic level of needs for that consumer. But of course you wouldn't know that because you are still in the 7th grade.
>voxels not working for animations
>I haven't played old C&C games
At best I could see this being used for trees, leaves, bushes shrubbery and assorted foliage.
Rocks, pebbles, brickwork, vines and maybe snow.
Not much else though, this isnt some kind of gaming revolution, however it is a step in the right direction I suppose, I just dislike how much they are hyping it all up.
When this is brought up I remember the words of a wise anon:
>They claim they can do this shit with the help of a very advanced search algorithm that is decreasing the burden on the hardware... if that's true they could sell said algorithm alone for MILLIONS and everyone would know about it.
It's a different rendering technique, I'm not sure it would play along nicely with more traditional rendering, not sure how easy it is to mix them. I bet the octrees objects would stand out.
Euclideon will be releasing two games in 2015 using this technology.
>Euclideon is currently open for investors in its games division, if you are interested please contact us.
There's no voxel animating in that game. The units are created with Voxels in an editor but then rasterised in to a series of bitmaps for all the animation poses that will be used. That's why the units have limited angles they can face at and why the game cannot scale for higher resolutions.
The video they showed where like, 500 GB and weren't interactive. There's no magic, their "thech" is voxel where the spehere are half a centimeter big. It's not usable with modern computer.
That said, in 10-15 years, those guys might get really rich really fact if they put the good patent on it now.
Oh fuck my boat that looks so good
Are there any mods yet? Wheels are hella boring I want to drive a tank through that lovely terrain.
If there are tank mods im buying the fuck out of this right now
The whole point about this thing is that there is no end to the amount of detail you can have, there could be
8-lying-on-the-sidevariations of trees and it would perform the same. That said, there are many things to be fixed and they have yet to show the sort of progress that could be deem relevant on this board.
The file weight seems to be an issue too, more detail requires heavier data apparently (a co-relation with the definition of the 3D scan).
I'm more interested on what Outerra is doing, we could have a good seamless Mount and blade game with that shit.
Honestly, it looks nice and all, but I'm sick of games that have to look like the real world.
Games with a sense of art direction, style, etc are games. This just looks like what I see daily. Not overly impressed.
>I'm more interested on what Outerra is doing, we could have a good seamless Mount and blade game with that shit.
Fucking this, there is so much potential with Outerra but development is also pretty slow, not just of the game but mods too.
Still its the perfect framework to build a game or mode around as its sheer fucking scale is incredible, RTS games, FPS, TPS, Simulators of course its all such a good base for those.
Hell, that LOTR map has me giddy already, just got to have someone make some good horse physics and we can have half of a game already there, with realistic scale and distance you would have to make camp at night, set off early at dawn just to fucking get from the location of Rohan say, to the White Mountains where Minas Tirith would be.
That game has so much potential it's mindboggling.
Anyone remember Outcast? Even though it was only pseudo-voxel graphics, it will always hold a special place in my heart.
They released a new video.
They say that animation is possible and they are working on a couple of games to show in the next demo.
What do you think /v/?
What if they used this kind of technology of unlimited polygons with a more stylistic look rather than ultra realism, that way it would still look super sharp and it might make it easier to design characters for the world.
>as if that makes the whole thing not worth using for anything.
Nobody says that. It's just that every time somebody brings it up, there's a few idiots coming out of the woodwork who have no clue what they're talking about, presenting it as the future of gaymen and furiously insulting everybody who questions them.
People started importing all sort of assets into the game, the Flight simulator Autistic fags are stepping up their pace and getting more and more interested on the engine. The developers are polishing the lighting system and, apparently, working on both animations and trees.
Progress could be seen as rather slow, but the truth is both Outerra and Euclideon suffer the same issue, they are early on development working on things that aren't obvious to the average audience.
Outerra needs clouds, that would really make the whole thing look a lot better. Did you know that everything is rendered in the GPU and the CPU is almost unused? Massive battles might be a thing in our life time.
"We totally can animate guys, I swear on me mom."
Let me know when they openly come up saying the weight of a single map and showing good looking animations/dynamic environment (as in shadows, lighting, etc).
Also, this is a creative limitation, the world map is bound to be realistic or it takes away some of the best features of this thing. I mean, hand modeling shit to that level of detail would be stupidly time consuming.
Still to green to estimate how long until it becomes usable.
most of the nature walk parts of that video made me feel motion sick. that's a bad thing from only 30 seconds of exposure. I don't know if it's because all of the plants are just sitting there, not being blown by the wind or something, but your brain is fucked with from looking at it.
Everything looks as if it has been photographed using a really weird HDR setting on a camera, then stretched over a low-poly model.
It's too sharp, the lighting looks unnatural, there are no reflections, and the trees look hilariously bad.
This is what happens when everything is photographed/scanned in without accounting for exposure.
Low detail scanning. To have UNLIMITED levels of detail you need UNLIMITED level of scanning. And data starts to weight a shit ton, they filled up the blanks to use less detailed scanning, but you still need pretty highly detailed shit to get good looking shit that justify the hassle.