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Euclideon & Unlimited Detail


Thor.

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I heard about this development team awhile ago, and i haven't heard from them sense, but lately youtube has been flooded with several new videos i haven't seen yet. and this Interview that makes this engine legit.

 

http://www.youtube.com/watch?v=JVB1ayT6Fdc

 

 

This is actually a big brake through for gaming in general, so what do you think of this new engine that uses almost 0% of the gpu and could be used on any console or pc. depending on the hardware.

Edited by Thor.
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i think this video is actually a couple years old now. it was proved that what they were doing was fake or something like that. i dont remember what exactly was fake, but yea, i wouldnt get your hopes up.

 

EDIT: yea, 2011. i remember people busting things about this video (and others like it from them) about whats fake about it and why what they did cant happen etc.

Edited by hoofhearted4
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i think this video is actually a couple years old now. it was proved that what they were doing was fake or something like that. i dont remember what exactly was fake, but yea, i wouldnt get your hopes up.

 

EDIT: yea, 2011. i remember people busting things about this video (and others like it from them) about whats fake about it and why what they did cant happen etc.

It was not proven, just speculated.

From Wikipedia:

Markus Persson (MC) described Unlimited Detail as a "scam", as well as a "voxel render er, probably based on sparse voxel octrees" suffering the same limitations as existing voxel renderers.

According to John Carmack, founder of id Software the technology is potentially feasible in the near future:

"Re Euclideon, no chance of a game on current gen systems, but maybe several years from now. Production issues will be challenging."

 

So basically, it could be a sham, or not.

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I wouldn't be so quick to call some things fake. But there are some real problems with trying to make this sort of thing work.

 

I'm not sure if you noticed from the video, but there is a lot of duplicated pieces and instanced geometry... In almost every display of it. The thing is that instanced geometry can significantly reduce the demands of any system since you are only loading that object once for most rendering actions.

 

There are also no real shadows. The only shadow-like elements are those which are part of the texture. Lighting, again, is a rather significant demand on any rendering system since all those shadows usually have to be raytraced.

 

Animation... There is none. And I'm not talking about animated figures, but rather environment animation... Ripples in the water, leaves that shake in the wind, minor stuff but stuff that becomes important for any environment to feel alive.

 

 

It's an interesting idea, but until they show any ability towards these problems, it doesn't actually account for much.

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i just figured id reiterate what i said, before people jump down my throat about me saying it was fake. i didnt say the entire video was 100% fake and inaccurate. i said i remember people bashing the video and commenting on the things in it that were fake or "something like that" by which i mean, maybe not necessarily fake, but not as glamorous as it may seem at first glance.
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I wouldn't be so quick to call some things fake. But there are some real problems with trying to make this sort of thing work.

 

I'm not sure if you noticed from the video, but there is a lot of duplicated pieces and instanced geometry... In almost every display of it. The thing is that instanced geometry can significantly reduce the demands of any system since you are only loading that object once for most rendering actions.

 

There are also no real shadows. The only shadow-like elements are those which are part of the texture. Lighting, again, is a rather significant demand on any rendering system since all those shadows usually have to be raytraced.

 

Animation... There is none. And I'm not talking about animated figures, but rather environment animation... Ripples in the water, leaves that shake in the wind, minor stuff but stuff that becomes important for any environment to feel alive.

 

 

It's an interesting idea, but until they show any ability towards these problems, it doesn't actually account for much.

 

Agreed. That's what I was getting at.

To reiterate a little, a lot more goes into a game than geometry, and the heaviest things like physics and lighting don't have a simple trick like that (at least not that we know of yet). Their system might work (possibly) for creating complex geometry, but it would only arguably be ahead of other engines in its capacity to create a functioning and realistic world.

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I wouldn't be so quick to call some things fake. But there are some real problems with trying to make this sort of thing work.

 

I'm not sure if you noticed from the video, but there is a lot of duplicated pieces and instanced geometry... In almost every display of it. The thing is that instanced geometry can significantly reduce the demands of any system since you are only loading that object once for most rendering actions.

 

There are also no real shadows. The only shadow-like elements are those which are part of the texture. Lighting, again, is a rather significant demand on any rendering system since all those shadows usually have to be raytraced.

 

Animation... There is none. And I'm not talking about animated figures, but rather environment animation... Ripples in the water, leaves that shake in the wind, minor stuff but stuff that becomes important for any environment to feel alive.

 

 

It's an interesting idea, but until they show any ability towards these problems, it doesn't actually account for much.

 

I don't think the Island demo could do this technology justice, if that demo was even half close to the finished product we probably would have seen something released by now.

I think the whole point of calling a technology that could achieve something like this revolutionary would be how it remedies those "real problems". of course anybody can go and make a demo like that. I've seen German devs make a 110KB 60 min HD movie in a 2 year project, but that doesn't mean everyone can do it with an engine. so anything is possible. how useful it would be or how it will be achieved is what matters.

Edited by Ihoe
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