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Hmm that looks sub pair, Nothing compared to dx 11.

 

Take a look at this demo, but also looks like a really fun game to :thumbsup: .

 

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Shows off dx 11

 

demonstrates tessellation :biggrin:

 

Now this is the future.

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Hmm that looks sub pair, Nothing compared to dx 11.

 

Take a look at this demo, but also looks like a really fun game to :thumbsup: .

 

name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>&rel=1">
name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="
type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="640" height="385"></embed></object>&rel=1" type="application/x-shockwave-flash" wmode="transparent" width="425" height="355">

 

Shows off dx 11

 

demonstrates tessellation :biggrin:

 

Now this is the future.

The technology is fairly new. It also takes almost NO COMPUTER POWER to run. That means you could run it on a cell phone, netbook, anything.

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Really cant wait fot the gtx480 woot, most definitely getting it :thumbsup:

 

Crysis game play.

 

 

release date 26 of March, this month.

 

Lol may have to wait for Crysis 2 and many others lol. Financially, wait i could sell my older 9800gtx's to a friend of mine, lets say a 135$ a piece, what do you think a old 9800gtx could be worth.

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What they're doing may well be great, but if you look at their videos (they have more on their website), there is absolutely nothing moving in them. This is because the method they are using is great for static scenes, but when it needs to constantly recalculate everything every single frame, because stuff is moving around, lighting is changing, etc, it grinds to a halt pretty quick (if its even possible to do it). So this unlimited detail thing will likely be almost totally useless for games, unless they've found a way around this problem (unlikely, looking at the videos).
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What they're doing may well be great, but if you look at their videos (they have more on their website), there is absolutely nothing moving in them. This is because the method they are using is great for static scenes, but when it needs to constantly recalculate everything every single frame, because stuff is moving around, lighting is changing, etc, it grinds to a halt pretty quick (if its even possible to do it). So this unlimited detail thing will likely be almost totally useless for games, unless they've found a way around this problem (unlikely, looking at the videos).

Well, the fact of the matter is that the videos really don't show much of anything. The environments they show are nothing similar to all those examples they offer. The idea might be sound on some level, but a real demonstration within an engine that could be used for gaming is needed. But, they're a small and new company, so the only real chances of any sort of application for it might be within the console market.

 

Actually, I think Microsoft might be an ideal client if the concept pans out. Not only has MS been wanting to upstage Apple for some time in terms of portable devices (Sony has been trying this too, but seems less invested), but they also have at current, a console with a soon to be released device that supposedly supports digital scanning technology.

 

And, there's also nothing to suggest that pointclouds can't also work alongside traditional meshes. As most of the "ugly blockyness" is related to static objects like buildings, terrain, trees, and such, it would certainly allow for extremely detailed environments meanwhile freeing up polygon usage for animated objects which don't have quite as big of a problem.

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