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Games Just Got "Real", Yo'Follow

#1 Aug 14 2011 at 4:26 AM Rating: Excellent
Remember those guys who claimed they could make "unlimited detail" in video games a reality? Well they came back with a new preview of the technology to drool over.

I predict Crysis 3 to probably utilize this tech., & my rig not to be able to run it.

Watch & drool:

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#2 Aug 14 2011 at 6:00 AM Rating: Excellent
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Yeah, like everyone else has said since the video was released I'll be impressed if they could rendering something moving.
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#3 Aug 14 2011 at 6:40 AM Rating: Excellent
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Wooo... Just Cause!

I realized while watching this that no one properly renders plants so they look realistic. In that each leaf on the vine looks perfect and pretty much copied off the other one. No new sprouts, no insect damage, no brown spots on the leaves or sun scorch. Grasses grow in monocultural clumps without other weeds or plants breaking them up, stuff like that. I realize that today's game designers are going to put more energy into making guns and soldiers and zombies and ATVs than realistic shrubbery but I think this is why I never watch this stuff and think "Wow, it's just like I'm actually in that forest!"
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#4 Aug 14 2011 at 10:02 AM Rating: Excellent
Is it just me or is the narrator really f-ing annoying?
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#5 Aug 14 2011 at 10:50 AM Rating: Good
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I couldn't watch through it because the narrator made me want to punch a baby. Which, normally wouldn't be such a problem but seeing as how I have a two year old I didn't want to risk it.
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#6 Aug 14 2011 at 11:09 AM Rating: Good
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Yeah, turns out fusing Australian and bro accents should NEVER happen.
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#7 Aug 14 2011 at 11:31 AM Rating: Excellent
Speaking Brostralian gets more people killed than swimming in crocodile infested waters according to a recent study.
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#8 Aug 14 2011 at 11:44 AM Rating: Excellent
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Steve Irwin experimented with Brostralian because everything else was just too boring for him and see what happened.
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#9 Aug 14 2011 at 1:29 PM Rating: Good
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Jophiel wrote:
I realized while watching this that no one properly renders plants so they look realistic. In that each leaf on the vine looks perfect and pretty much copied off the other one. No new sprouts, no insect damage, no brown spots on the leaves or sun scorch. Grasses grow in monocultural clumps without other weeds or plants breaking them up, stuff like that. I realize that today's game designers are going to put more energy into making guns and soldiers and zombies and ATVs than realistic shrubbery but I think this is why I never watch this stuff and think "Wow, it's just like I'm actually in that forest!"

Well, in this instance you're looking at a demo built purely to showcase graphical power and detail, not creativity. It's kind of like critiquing a scale model of an apartment complex by pointing out how people could never live in such tiny rooms.
#10 Aug 14 2011 at 4:28 PM Rating: Excellent
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*Shrug* When it's basically one plant/leaf stamped over and over again, it's hard for me to be impressed with the "detail".
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#11 Aug 14 2011 at 5:12 PM Rating: Decent
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I tried to watch that, but my god is that narrator's voice annoying.
#12 Aug 14 2011 at 5:59 PM Rating: Good
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Shaowstrike the Shady wrote:
Steve Irwin experimented with Brostralian because everything else was just too boring for him and see what happened.
Screenshot
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#13 Aug 14 2011 at 6:05 PM Rating: Good
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I'd like to believe we could realistically see these kinds of engines soon, but I seriously doubt we will. There are a bunch of flags in that video.

For one, they never tell you the specs (even relative) of the pc it is running on. Yeah, maybe they are getting 20 FPS. And maybe its using a rig with 4 GPUs. That's kind of a really important thing to specify.

Plus, they are getting 20 FPS. He mentions that newer versions are seeing higher, but doesn't really specify.

They ALSO don't demonstrate how it would be able to scale with systems. One of the really useful aspects of polygons is that their number and the textures on them can be reduced to lighten the load on your system. We've yet to see how that will be with a particle-based system. You can't just cut the number of particles, because they are integral to creating a solid image. That means that you'd probably need to create different models of everything to reliably allow for scaling according to power. That's at least tripling developer workload. Not to mention the fact that this would probably be more difficult to work with.

Maybe I'm completely wrong about all this, but it's what I suspect. That's not saying we won't see particle-based engines in the future. I just don't think it'll be the immediate future. Until at least lower-end gaming rigs (and the current gen consoles) can reliably support it at least.
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#14 Aug 14 2011 at 7:01 PM Rating: Excellent
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crysis 3 won't use voxels because the neither the ps5, nor the xbox1080, nor the 0wii0wii0 will have the guts to make it work. a single rock can be 500mb of data.

that's just a video to drum up investor interest.

they're only getting 20fps because it's rendering in software. they went to amd and were like, 'hey check out this engine that doesn't use polygons' and amd was all, 'GET OUT.'
#15 Aug 14 2011 at 7:15 PM Rating: Decent
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Quote:
they're only getting 20fps because it's rendering in software. they went to amd and were like, 'hey check out this engine that doesn't use polygons' and amd was all, 'GET OUT.'


Real lol. :D
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#16 Aug 14 2011 at 11:41 PM Rating: Decent
LMFAO Lolgaxe you just gained faction rep with me.
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#17 Aug 14 2011 at 11:55 PM Rating: Decent
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I liked his voice. :3
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#18 Aug 15 2011 at 12:16 AM Rating: Good
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That was pretty neat :o
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#19 Aug 15 2011 at 5:30 AM Rating: Decent
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I can't place what his voice reminds me of... it's so familiar but I can't figure it out.
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#20 Aug 15 2011 at 7:24 AM Rating: Excellent
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Don't forget to watch the YouTube video in the full 1080.
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#21 Aug 17 2011 at 8:51 PM Rating: Good
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My reaction: Hesitant anticipation.
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#22 Aug 23 2011 at 3:58 PM Rating: Decent
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It is a really neat video but like someone said it looks like something to excite investors. Remember year ago when VR was hyped so much? We can see what happened with it. If they can make this technology affordable and run on average PCS it could be great. If people have to have super computers and if it is overly difficult to program it might not go very far.
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#23 Aug 26 2011 at 2:38 PM Rating: Decent
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if it is overly difficult to program it might not go very far.


If converting polygon models from maya is considered overly difficult to program we'd be better off not even using computers.
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#24 Aug 27 2011 at 7:01 AM Rating: Good
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I don't even care about this. I wish half the time spent worrying about graphical fidelity was spent on graphical style.
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#25 Aug 31 2011 at 9:13 AM Rating: Excellent
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Kavekk wrote:
I don't even care about this. I wish half the time spent worrying about graphical fidelity was spent on graphical style.


You're talking about 2 very different groups of people.

Think about this: eventually the fidelity will reach a point where it can't progress further, then the artists will be completely free of limitations to do whatever they want with the style.
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#26 Aug 31 2011 at 10:24 AM Rating: Excellent
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Iamadam the Malefic wrote:
Kavekk wrote:
I don't even care about this. I wish half the time spent worrying about graphical fidelity was spent on graphical style.


You're talking about 2 very different groups of people.

Think about this: eventually the fidelity will reach a point where it can't progress further, then the artists will be completely free of limitations to do whatever they want with the style.


There are halfway points, too. I remember watching one of the dev trailers for Rage, and they were showing off their new modeling software that allowed their artists to "paint" texture onto objects in the game. The artists were taking 'rendered' scenes, and drawing on them to create the image that they wanted.

Cutting-edge graphics don't work in opposition to artistic style.

Edited, Aug 31st 2011 12:25pm by Eske

Edited, Aug 31st 2011 12:28pm by Eske
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#27 Sep 01 2011 at 7:42 PM Rating: Good
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Iamadam the Malefic wrote:
Kavekk wrote:
I don't even care about this. I wish half the time spent worrying about graphical fidelity was spent on graphical style.


You're talking about 2 very different groups of people.

Think about this: eventually the fidelity will reach a point where it can't progress further, then the artists will be completely free of limitations to do whatever they want with the style.


Oh, I don't think that the same people do both, that these guys are artistic geniuses who gave it up to do tech. It's that everyone seems to spend a lot more time worryign and talking about relative poly counts.

I don't really think freedom is the problem, to be honest. Lots, maybe most, graphically interesting games come from smaller studios.

Quote:
Cutting-edge graphics don't work in opposition to artistic style.


No, obviously not.

Edited, Sep 2nd 2011 1:48am by Kavekk
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#28 Sep 02 2011 at 9:02 PM Rating: Good
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Iamadam the Malefic wrote:
Think about this: eventually the fidelity will reach a point where it can't progress further, then the artists will be completely free of limitations to do whatever they want with the style.

That will never happen. It will always be possible to produce a higher quality image, and both marketers and consumers don't really care how much of an improvement humans are able to perceive.

It's just easier to sell polygons than it is to sell style.
#29 Sep 02 2011 at 10:19 PM Rating: Excellent
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Allegory wrote:
It's just easier to sell polygons than it is to sell style.


That's probably true, but I think there's definitely been a rise in successful, stylized games. It's something that's getting really popular in the smaller/downloadable/indy sector. Limbo, Outland, El Shaddai, Journey, etc...

Been seeing a lot more games lately that lean on the originality of their art style.
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#30 Oct 07 2011 at 8:27 PM Rating: Default
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That just blew my mind. Bet that was running one one of nasas supercomputers! LOL
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