New technology for games, path traceing rendering and optionally rendered in the cloud!
http://venturebeat.com/2011/08/30/otoy-cloud-video-games/
Otoy will also launch Brigade, the first path tracer for rendering games which can create imagery in real time but not quite at the level of quality needed for films. Developed by Bikker in 2010, Brigade will enable game developers to make much more realistic games with scenes where it feels like youre walking around inside a photo where the scenery and characters look real, Urbach said. If there are flaws in the image because your graphics chip in your PC cant keep up with the demands of the image, then Otoys cloud technology will detect that and send down the data that is needed for the image at a high speed.
The Los Angeles-based company believes that future game consoles will use this kind of web-based technology to deliver outstanding game experiences to users.
Replies
"If there are flaws in the image because your graphics chip in your PC cant keep up with the demands of the image, then Otoys cloud technology will detect that and send down the data that is needed for the image at a high speed."
Yea, a system like UDK or Cry Engine would be great!
read up about this over the weekend again as i found some other info about it and its getting extremely promising
basically in brigade it shots about 1-4 rays per pixel every frame meaning its noisy as fuck at first but quickly converges as frame by frame it adds rays to the solution see it in action on his blog
[ame="http://www.youtube.com/watch?v=gZlCWLbwC-0&feature=player_embedded"]Real-time photorealistic GPU path tracing: Streets of Asia - YouTube[/ame]
the current issue in the engine is that movement resets the solution so either moving light OR moving camera makes it noisy as hell again
BUT there are temporal reprojection solutions to this where you get the pixel from the last frame and move it to the current frames position and add that in to the solution, which then will only leave holes where newly exposed pixels (edge of screen etc) are noisy, apply some extra rays in the holes and it could look peachy
still wouldnt work for ray traced water or rain or anything as the screen could be totally animated...might have to do something different for stuff like that that wouldnt effect the ray solution
ive watched another tech based video which has some info on how this could be done for AO...but the same could be done on the brigade engine
(videos here 29:00 minutes in but theres some cool info in there anyway)
[ame="http://www.youtube.com/watch?v=2MzSmdC49Ns&feature=player_embedded"]Advanced visual effects with DirectX 11 - YouTube[/ame]
anyway i think/hope when they get it working it will be sold as a third party rendering solution...