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#1 BazzDropperz

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Posted 23 September 2011 - 04:06 AM

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Edited by BazzDropperz, 13 July 2014 - 08:33 PM.


#2 Hank Hill

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Posted 23 September 2011 - 06:27 AM

The only problem I have with this, is it looks like it wouldn't be cost or time effective at all for games. I mean, it's cool and all, but it looks like it'd take up a ton of space on discs. @_@

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#3 Wertville

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Posted 23 September 2011 - 07:27 AM

The only problem I have with this, is it looks like it wouldn't be cost or time effective at all for games. I mean, it's cool and all, but it looks like it'd take up a ton of space on discs. @_@

1) Holographic disks. This is a NEXT next gen tech, so they should be cheap enough for common use by then :P
2) Compression.
3) They don't have to make each object 100% unique (For instance: Enemies), and it's not like you see the inside of them, so they could be made hollow.

It's a reasonable technology, but it won't see much use for a while.
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#4 Caius Casshern Sins

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Posted 23 September 2011 - 09:06 AM

I believe this can be used in games but current hardware available and cost effective will not be able to use it. We may have to wait a couple of years before it can be used by developers.
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#5 Waller

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Posted 23 September 2011 - 10:43 AM

... Still no word about animation?

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#6 Caius Casshern Sins

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Posted 23 September 2011 - 11:05 AM

... Still no word about animation?

There probably haven't started working on it, this project could take years to be fully develop.
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#7 Penguin101

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Posted 16 June 2012 - 11:56 AM

Unlimited Detail was built not only for their Engine, but for other games engines in mind. They want to be able to make it so you take an Unreal 4 game, and cram it onto a 3DS or a mobile phone. As the 3D information stored and presented are relatively small in comparison with storing a polygon game. This is their aim, not sure how feasible the compression is.

2012 is the year Bruce Dell said he'd give an update, and soon after he disappeared completely he had hired some ex-THQ artists to help them build an extremely detailed engine. He had also made friends with one famous games engine developer and one GPU company to explore what Unlimited Detail can do for them (as Unlimited detail is running on a single core of a laptop so far), and what they can do for Unlimited Detail.

I'm hoping it will mean the end of graphics wars and on with what console can be more innovative, and what games can excel in game-play and story

#8 Soul

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Posted 16 June 2012 - 12:03 PM


This bullcrap?

This is going to be very hard to animate imagine trying to make these things move...sheez.

#9 BazzDropperz

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Posted 19 June 2012 - 02:51 AM

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Edited by BazzDropperz, 13 July 2014 - 09:06 PM.


#10 Penguin101

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Posted 19 June 2012 - 03:22 AM

I'm really looking forward to this. Their next demo is said to address all the issues put forward by skeptics, and the first use of an Unlimited Detail product will be for sale in 2012. However it will NOT be games related. Something tells me it will be used for science and medical purposes first.

I think however we will get an update on how the games engine is working, and may see real time demos at E3 2013/2014. With the first Unlimited Detail games being developed 2014/2015, and unveiled 2015/2016. Although there is an interview somewhere that has Bruce Dell saying the first use of Unlimited Detail would be to co-operate and integrate it's technology with other companies' polygon engines so that porting games could be done much easier, due to there being much more room for the lower powered GPUs to process advanced lighting etc with so little data being processed for the actual 3D models. The games engine coming out later, once the industry are used to the idea of point-cloud data based games.

#11 Ostro

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Posted 19 June 2012 - 06:10 AM

This will take a lot of time to take off. The world needs to see that they are able to address all issues they face at the moment.
And then it will probably slowly start with graphics being a hybrid, using this for trees or characters only first, before building a whole world with this.

#12 Goose

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Posted 19 June 2012 - 06:31 AM

That looks intense, why are people doubting this?

#13 Penguin101

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Posted 19 June 2012 - 07:00 AM

That looks intense, why are people doubting this?


Because (usually) if something's too good to be true, it usually is.

However the way this system works is unlike any way graphics polygonal or voxel are rendered. This works more like google rather than any traditional system. Only displaying the points of reference in front of the viewer using the resolution of the screen to fill in the details of ONLY what the screen at that frame can see, meaning the rest of that island doesn't exist until you move the camera.

There will be a few problems with this, but as a GPU can do several more simultaneous graphical calculations than what it's currently running on (a single core of a laptop) I can see those problems being easily solved by moving from CPU to GPU.

PS: A little random fact. Unlimited Detail currently has no real time reflections due to the 3 weeks it took to build the island. So instead they built the island again underneath that "water." Hopefully next time they'll have real time reflections, water, smoke, physics, dynamic lighting and animation effects

Edited by Penguin101, 19 June 2012 - 07:05 AM.


#14 Goose

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Posted 19 June 2012 - 07:45 AM

That's interesting. I hope it really works. The video talks about this being similar to the graphical jump between sprites and 3D polygons. It was just something completely new.

#15 Penguin101

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Posted 19 June 2012 - 08:14 AM

That's interesting. I hope it really works. The video talks about this being similar to the graphical jump between sprites and 3D polygons. It was just something completely new.


If what Bruce Dell says is true, it'd end the graphics debate once and for all. He's designing his games engine to be scalable so you could get unlimited polygons on any system, even a 3DS, leaving underpowered GPUs to use the freed up space to work on better lighting, particle effects etc that they were in no way capable of before. It means that soon it wont matter if you have a Wii U, a Nextbox, or a PS4 - they'll all be able to produce equally amazing visuals.

It'll force games companies, both hardware and software to work harder on gameplay, and interaction with the user. As well as freeing up production time to work on other elements including story (if required).

Still people would need to invest in laser scan for environmental objects if they wanted to replicate real life.

#16 Goose

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Posted 19 June 2012 - 09:26 AM

If what Bruce Dell says is true, it'd end the graphics debate once and for all. He's designing his games engine to be scalable so you could get unlimited polygons on any system, even a 3DS, leaving underpowered GPUs to use the freed up space to work on better lighting, particle effects etc that they were in no way capable of before. It means that soon it wont matter if you have a Wii U, a Nextbox, or a PS4 - they'll all be able to produce equally amazing visuals.

It'll force games companies, both hardware and software to work harder on gameplay, and interaction with the user. As well as freeing up production time to work on other elements including story (if required).

Still people would need to invest in laser scan for environmental objects if they wanted to replicate real life.

This better be true! I'm excited now :)

#17 Penguin101

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Posted 21 September 2012 - 12:37 PM

This better be true! I'm excited now :)


I'm sure it'll come in stages. You'll probably get medical technology using it, along with Maya and 3DS Max getting plugins probably this year or next year allowing for quicker rendering and more detailed 3D animations.

Then you *may* get an Engine converter. From what Mr Dell has said, this might be the next logical step. Taking a fully built game, then running the polygon information in atoms. Allowing full scalability, only limiting games to RAM and disc/game card size. Once the industry is used to that introducing a fully developed independent game engine to develop games using 100% voxles or converted polygon models. Using techniques such as laser scan.

It's all going to take time and getting used to. The industry aren't just going to switch to atoms overnight, the industry want to see proof, and slowly introducing the technology is the best way to do it. I'm sure the 2012 demo will still have some faults and errors, but given an extra year and maybe a real time demo come next E3 who knows what will happen by 2015/2016.

Hey everyone. Euclidion have just updated their site, I think something big may be announced soon!

Looks like the rendering engine will be called GEOVERSE

http://www.euclideon.com/

Edited by Penguin101, 19 June 2012 - 09:51 AM.





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