Do you guys think this is for real or just to good to be true?
To be honest, I'm a little skeptical. A triangle is 3 vertices, each point represents an X,Y,Z value. Judging by what he said, their tech is indexing every single vertex in view. then the software just calls out the points that are needed. Rendering a point in 3d space take processing power, but what about moving points? In UDK you can instance a 10,000 polygon object multiple times, like thousands of times, and get little to no memory loss. Rendering a million static points is not that same as rendering a million moving points. The video didn't mention texture detail, animation, or dynamic lighting. Also, games have action around the player that the player doesn't necessarily see and if you're just rendering the players view and not the whole environment then this tech is not worth it for games.
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http://www.youtube.com/watch?v=Q-ATtrImCx4[/ame]
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http://www.youtube.com/watch?v=THaam5mwIR8[/ame]
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http://www.youtube.com/watch?v=l3Sw3dnu8q8[/ame]
Replies
http://www.polycount.com/forum/showthread.php?t=70749&highlight=unlimited+detail
didn't notice.
well, I guess this thread can be closed.
Why is it that all of your demo's look like garbage?
"If you let us vomit unlimited point cloud data onto your screen you can see that we not only induce vomiting but all of our screen shots look like those bazzar 3D puzzles from the 90's!"
Right but why does it look so bad?
"Oh that's because the tools to create art haven't been or refined yet"
So what happens when you pipe in AI, animation, scripted events and everything else that goes into making a game playable?
"Well it all grinds to a halt, crashes and I curl up in this wonderful little shape, I think you yanks call it the "fetal position"?"
Seriously, they need a new front man. This guy could try pitching me something I actually do want and I'd still have to fight back the urge to punch him in the nuts.
lol