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BonsaiForest Since: Jan, 2001
#1: Oct 6th 2011 at 7:01:41 AM

I can't link the video at work, but go on You Tube and look up Euclideon and "unlimited detail".

Basically, an Australian company has come up with a new way of rendering graphics that allows for infinitely more detail - instead of being made out of polygons, they're made out of "atoms", and supposedly computers can show trillions of those without slowdown, or at 20 FPS in software mode.

They demonstrate this with a graphics demo. You see individual grains of dirt, tons and tons of individually rendered leaves on trees (and lots of trees, no less), and far more detail than any game has, although the art direction isn't particularly good. Though they justify that last part by saying "we're not artists, we're technology people. We can't wait to see what an actual game company will do with this."

They also demonstrate the limitations of current tech to illustrate their point.

Anyway, please check it out, and someone please link the video here (I can't since I'm at work and You Tube is blocked). I'm really excited for this new technology. It looks like the limitations of current graphics displays have been shattered.

Recon5 Avvie-free for life! from Southeast Asia Since: Jan, 2001
BaronofBarons Perpetual Noob Since: Oct, 2009
Perpetual Noob
#3: Oct 6th 2011 at 7:07:50 AM

No kidding.

I put on my robe and tinfoil hat...
BonsaiForest Since: Jan, 2001
#4: Oct 6th 2011 at 8:21:33 AM

The other thread is closed, however, and its title doesn't help people who don't know ahead of time what Euclideon is or refers to. So it might be a good idea to have a conversation here.

NONAMEGIVEN from Nowhere Since: Jul, 2013
#6: Oct 6th 2011 at 10:33:18 AM

Its about time already, lol.

"That is not dead which can eternal lie, And with strange aeons even death itself may die."
Narmer The Quiet One from some state in Mexico. Since: Nov, 2010
#7: Oct 7th 2011 at 8:59:56 PM

Am I the only one that thinks the games are gonna suck?

RTaco Since: Jul, 2009
#8: Oct 7th 2011 at 9:02:25 PM

^ These aren't games, they're just tech demos to show off the new technology.

Enlong Court Dragon from The Underground Facility Since: May, 2011 Relationship Status: is commanded to— WANK!
Narmer The Quiet One from some state in Mexico. Since: Nov, 2010
#10: Oct 7th 2011 at 9:04:09 PM

[up] I know, but if they start using the technology to make games...

Spirit Pretty flower from America Since: Dec, 2010 Relationship Status: Hooked on a feeling
Pretty flower
#11: Oct 7th 2011 at 9:10:34 PM

Interesting.

#IceBearForPresident
RTaco Since: Jul, 2009
#12: Oct 7th 2011 at 9:27:50 PM

^^ ? What does a graphics engine have to do with the quality of a game?

Enlong Court Dragon from The Underground Facility Since: May, 2011 Relationship Status: is commanded to— WANK!
Court Dragon
#13: Oct 7th 2011 at 9:29:15 PM

If anything, they're implying that this would all but nix the focus on polygon budget, leaving more room to improve the other aspects of the games.

I have a message from another time...
Brickman Gentleman Adventurer! from wherever adventure takes me Since: Jan, 2001 Relationship Status: My own grandpa
Gentleman Adventurer!
#14: Oct 7th 2011 at 11:43:02 PM

I think games with this are pretty much going to REQUIRE procedural generation for their graphics except maybe in setpieces—I mean, they're giving you the ability to design patches of ground if you so desire. Not textures, patches of ground.

Also, I have no clue how the hell they mysteriously solved that little problem of atoms being expensive that they mentioned early on. They skipped from step 1 to 3. Too much effort's gone in for me to think they're lying outright though.

Your funny quote here! (Maybe)
tendollarlameo Remarkably Unremarkable Since: Aug, 2010
Remarkably Unremarkable
#15: Oct 8th 2011 at 1:38:16 AM

If they are lying...then how did they get it to look so good? That's the part that confuses me. Obviously it has to work...perhaps not as well as they say...but you can see it with your own eyes.

mahel042 State-sponsored username from Stockholm,Sweden Since: Dec, 2009
State-sponsored username
#16: Oct 8th 2011 at 3:39:07 AM

As mentioned in the other thread they've been doing the same presentation for a few years now never getting closer to release.

In the quiet of the night, the Neocount of Merentha mused: How long does evolution take, among the damned?
Recon5 Avvie-free for life! from Southeast Asia Since: Jan, 2001
Avvie-free for life!
#18: Oct 8th 2011 at 4:51:20 AM

[up]That was the same reply he gave a long time ago unless someone brought the issue to him again. Progress might have been made since then, but we'll need to see new material to be sure.

Tyyrlym Jerk from Normandy SR-2 Since: Mar, 2011
Jerk
#19: Oct 8th 2011 at 5:12:32 AM

If anything, they're implying that this would all but nix the focus on polygon budget, leaving more room to improve the other aspects of the games.
The other aspects of the game are cheap. The issue isn't there isn't enough money, it's that the game companies just don't give a shit because over the course of the last ten years we've proved that so long as the next gen game looks good we'll fork over our cash no matter how piss poor everything else about it is. This won't change anything.

I honestly don't get it. Yes, their concept is nice and all that but... why? When it comes to organic or oddly shaped items in a game I can see how their method produces some good looking results. However when it comes to solid, man made objects like buildings, cars, guns, etc. Why do we need millions of discrete atoms to make a flat face when polygons already do that? Also, the dirt thing while impressive is pointless. It's so tiny you'd never be able to see it in game so how is it a tremendous benefit to do it that way? Do we really need to waste millions of cycles calculating how the dirt moves when we can't even see it?

Then again I'm an old fart (at 30) who thinks gameplay trumps graphics. Half-Life, the original fucking Half-Life (minus Xen), is still more fun than any other FPS I've played in the last five years and Team Fortress 2 is still the best online FPS I've played, EVER. One is what, a decade old and the other four years, neither have anything like the graphical chutzpah of Gears and Duty of Honorable Resistance 3 or whatever the fuck we're on now but that doesn't matter because they're far better games.

Ok, kind of when off on a tangent.

"Tyyr's a necessary evil. " Spirit
locotony Since: Feb, 2011
#20: Oct 8th 2011 at 6:53:12 AM

https://www.youtube.com/watch?v=EKdRri5jSMs&feature=player_embedded Ok this unlimited detail technology is a load of shit, but voxels themselves can be used to make really cool looking games like the one in the video.

edited 8th Oct '11 6:53:40 AM by locotony

honorius from The Netherlands Since: Jun, 2010
#21: Oct 8th 2011 at 7:01:59 AM

I don't know much about engines, but wouldn't having a lot of tiny particles make explosions super awesome with realistic ground deforming?

If any question why we died/ Tell them, because our fathers lied -Rudyard Kipling
Recon5 Avvie-free for life! from Southeast Asia Since: Jan, 2001
Avvie-free for life!
#22: Oct 8th 2011 at 7:06:18 AM

Render enough particles and give them good enough collision responses and you can make a photo-realistic explosion.

Next step: making the process simple and effortless so that explosion coding doesn't take the majority of your budget.

edited 8th Oct '11 7:06:29 AM by Recon5

SgtRicko Since: Jul, 2009
#23: Oct 8th 2011 at 9:49:43 AM

If this tech is true then hell yes, we are going to see a BIG difference in the quality of graphics in games. But since you'll have to model every little detail I think only the big-name games/companies who have the time and art budget are really going to benefit from this tech. A lot of smaller companies will probably stay with the polygonal stuff for the sake of graphical simplicity, or because of simple artistic choice.

Heres to hoping that this tech ain't a hoax...

Aramil A man of few words. from New Mexico Since: Feb, 2011
A man of few words.
#24: Oct 8th 2011 at 10:35:01 AM

There appears to be a few problems with this:

  • It's going to take forever to program individual atoms. It's also going to take a lot of manpower, which is expensive.
  • Computers are going to have to be super powerful, and therefore super-expensive.

Feel free to vandalize me.
Enlong Court Dragon from The Underground Facility Since: May, 2011 Relationship Status: is commanded to— WANK!
Court Dragon
#25: Oct 8th 2011 at 10:39:35 AM

I honestly don't get it. Yes, their concept is nice and all that but... why? When it comes to organic or oddly shaped items in a game I can see how their method produces some good looking results. However when it comes to solid, man made objects like buildings, cars, guns, etc. Why do we need millions of discrete atoms to make a flat face when polygons already do that? Also, the dirt thing while impressive is pointless. It's so tiny you'd never be able to see it in game so how is it a tremendous benefit to do it that way? Do we really need to waste millions of cycles calculating how the dirt moves when we can't even see it?

Science isn't about "Why?". It's about "Why not?"!

I have a message from another time...

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