The received $2 million AU investment in October 2010, 10 or so months ago, plenty of time to hire some artists and do it right. They first applied for a patent back in 2004. In one of the interviews he's given he said that they've been working on the tech for about 15 years. That's quite some time to be 'developing' a…
[ame]http://www.youtube.com/watch?v=-uavLefzDuQ[/ame] But what about DirectX11 tessellation? Same level of detail, built with existing technology that doesn't require a massive retooling of the industry. This is the tech he is competing with... not tech from 5-6-7-8 years ago that he keeps comparing his stuff too. If the…
That's true. But won't we eventually get to the point where those optimizations will not have such a huge impact on performance anymore and could be simply ignored? I'm talking of course about the distant future, of perhaps 10 or 15 years. I'm not really expecting artists to throw 20mil tris on a hydrant, but I hope they…
What they need to show to be competitive with today's realtime rendering engines in general: - HDR gamma correct internal rendering, linear lighting (I actually doubt that Dell even knows what this is) - high number of dynamic lights and cast shadows (preferably use deferred rendering) - at least 15-20 fully animated…
That's assuming that all of the material work is done on the high poly. The tools aren't quite there yet. Generally the high poly is used for just surface height detail and possibly some rough diffuse work. The tools to check materials in game don't really sync up with the viewports and shaders in the sculpting apps.…