[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…
Just look at Rage and all the fuss about its release... - criticized for static environments and low texture res - huge problems on release because of driver issues (and yet, id gets most of the blame) - one of the biggest games out there with 22GB of pure data Id Software has some of the best programmers with decades of…
It distresses me slightly that everyone keeps bringing up DirectX 11 tessellation as an example of an alternative solution. DirectX is a Microsoft initiative, and is tied firmly to only Microsoft platforms. As someone who insists on cross-platform development, I'm a little shocked that you all seem so keen on a technology…
Even bruce himself admitted to calling them atoms instead of voxels, and every sign and known limitation does point towards something similar. And they haven't got around fixing any of the known limitations since they started. You made some quick theoretical fixes on things you don't fully understand, it isn't as easy as…
I'm sorry, I should have been more clear about the converter theory. I didn't mean in real-time convert them INTO Point Cloud, but more or less break a polygon into a certain amount of Atoms. Like if you had a way to make any polygon break equally into 1000 pieces (using 1000 for example purposes), it would be more of a…
I'm going to be very optimistic for a moment here. Let's consider the possibility that in 4 years from now, they will manage to put together a full rendering pipeline that includes the following: 1. Full support for static lighting that doesn't look like ass. ---a) This means different copies of the same asset can have…