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Old 08-2-2011, 02:50 PM   #21
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Default Re: mind=blown

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Originally Posted by fido123 View Post
Comments like Izzy's make me happy I didn't get into Computer Science after all. Awesome stuff though, I assume these graphics although wouldn't be all that intensive on the CPU, the amount of data required for this kinda stuff would be gigantic. Would this be RAM intensive too?
Comments like Izzy's make me happy that I'm about to go into Computer Science.
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Old 08-2-2011, 03:01 PM   #22
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Default Re: mind=blown

Animating a cube moving is one thing...animating a full soft-body deformable mesh is another.

ZBrush is capable of creating a single mesh of up to 1 billion polygons, lets say this 1b polygon character is running through your scene. So every face of that mesh is moving independently of one another at different rates yet still a group object...quite a bit different that a box moving up and down.
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Old 08-2-2011, 03:12 PM   #23
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Default Re: mind=blown

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Comments like Izzy's make me happy that I'm about to go into Computer Science.
I like knowing how a computer works in detail and having a general understanding about stuff like this, but knowing mathematical equations inside and out and making new ones makes me want to run for the hills. Computer Scientists are more like mathematicians than programmers, and even less like IT guys; although they exceed at programming, it's because of their math skills. The courses I was looking into had 2 years of math, mostly calculus before even touching a computer so I took the neckbeard IT route.
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Old 08-2-2011, 07:19 PM   #24
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Default Re: mind=blown

I suck at math, all of the mathematical formulas are generally going to be prewritten for you in library's of functions. You just have to know what they do and how to use them. I barely passed calculus myself. Programming is always going to be more about logic than math.

Last edited by Izzy; 08-2-2011 at 07:21 PM..
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Old 08-2-2011, 11:02 PM   #25
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Default Re: mind=blown

I thought CS was pretty much just using computers for repetitive math humans couldn't do.
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Old 08-3-2011, 12:52 AM   #26
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Default Re: mind=blown

WRONG
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Old 08-3-2011, 02:24 AM   #27
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Default Re: mind=blown

I just watched this off of Facebook.
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Old 08-3-2011, 03:09 AM   #28
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Default Re: mind=blown

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If it actually does what it says it does, then yes it will be able to run on a standard desktop.
It's going to be a very long time until we have exabyte+ HDDs.
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Old 08-3-2011, 12:27 PM   #29
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Default Re: mind=blown

Unfortunately for us, it is not a reality (yet!)

http://notch.tumblr.com/

Read Notch's posts on the matter. He believes it to be a scam, with sound reasoning.




Nonetheless, it is awesome to know that this technology exists.

It will probably still be the future of gaming, if not for a little bit longer.
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Old 08-3-2011, 02:31 PM   #30
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Default Re: mind=blown

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It's going to be a very long time until we have exabyte+ HDDs.
You wouldn't need to have exabyte drives sheesh. There would obviously be tweaking and optimization to each game just like the current process. Things like those clumps of dirt could be procedurally generated, which would only take up maybe 1mb worth of space instead of including each clump as a piece of geometry. Same with pretty much every other type of fine detail, procedural is the way to go.

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170 000 three-terrabyte harddrives full of information
I'm pretty sure they don't have 170,000 hard drives linked together to run this, even if each "block" is instanced and taking up far less space. In the video, when they converted that elephant statue to a pointcloud, there are DEFINITELY NOT MILLIONS OF POINTS IN THAT MODEL, sure I'm sure it has the capability to render those at that sort of definition, but it's pretty god damn pointless to model anything at a 1 billion polygon level, so each model placed in this engine isn't going to actually take up all that much space.

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Old 08-3-2011, 02:56 PM   #31
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Default Re: mind=blown

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I'm pretty sure they don't have 170,000 hard drives linked together to run this, even if each "block" is instanced and taking up far less space. In the video, when they converted that elephant statue to a pointcloud, there are DEFINITELY NOT MILLIONS OF POINTS IN THAT MODEL, sure I'm sure it has the capability to render those at that sort of definition, but it's pretty god damn pointless to model anything at a 1 billion polygon level, so each model placed in this engine isn't going to actually take up all that much space.
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* I was trying to show that there was no way there was that much UNIQUE data in the world, and that everything had to be made up of repeated chunks.
welp
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Old 08-3-2011, 03:01 PM   #32
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Default Re: mind=blown

That's what I said?

The point I'm trying to get at is that there are obviously going to have to be optimizations taking place with this new engine, or any other engine for that matter.

It would be nice to have a hybrid engine that could work with polygons for animated characters and such, and voxel rendering for environments.
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Old 08-3-2011, 03:13 PM   #33
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Default Re: mind=blown

If it the particles would be generated with a smaller amount of data wouldn't that just make this all insanely CPU intensive?
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Old 08-3-2011, 09:17 PM   #34
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Default Re: mind=blown

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Originally Posted by darkshark View Post
You wouldn't need to have exabyte drives sheesh. There would obviously be tweaking and optimization to each game just like the current process. Things like those clumps of dirt could be procedurally generated, which would only take up maybe 1mb worth of space instead of including each clump as a piece of geometry. Same with pretty much every other type of fine detail, procedural is the way to go.
haha, I was just trying to be ridiculous. I mean it's not like they're going to have exabyte drives to demo it. I guess it's kind of hard to relay intent through text.


Quote:
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It would be nice to have a hybrid engine that could work with polygons for animated characters and such, and voxel rendering for environments.
The id Tech 6 engine is doing exactly this, actually.
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Old 08-4-2011, 10:02 PM   #35
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Default Re: mind=blown

I was just thinking about something today that sort of reminded me of this concept. Say I am running 4 games at the same time all one on top of eachother. You would only be able to see the top one, yet your computer is doing all the work rendering every single game. Now I know windows is smart enough to not render explorer windows that aren't visible, but it doesn't know how to do that for games. Microsoft needs to make it so that only the visible parts are rendered so that minimizing games doesn't take any system resources.
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Old 08-5-2011, 07:56 AM   #36
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Default Re: mind=blown

What the ****, how is this not just voxel tech. I smell snake oil. And lol "unlimited," way to appeal to the ignorant. And lol there's not a single animated entity in that video (as predicted) -- this is a scam, scam, scammy scam scam.

I'm more excited about John Carmack's upcoming ID Tech 5 engine.

Last edited by Reincarnate; 08-5-2011 at 08:00 AM..
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Old 08-5-2011, 12:08 PM   #37
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Default Re: mind=blown

For a while now I wanted to say SOMETHING pertaining to this topic but any discussion related to this just feels awkward for some reason.
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Old 08-5-2011, 02:44 PM   #38
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Default Re: mind=blown

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Originally Posted by Reincarnate View Post
What the ****, how is this not just voxel tech. I smell snake oil. And lol "unlimited," way to appeal to the ignorant. And lol there's not a single animated entity in that video (as predicted) -- this is a scam, scam, scammy scam scam.

I'm more excited about John Carmack's upcoming ID Tech 5 engine.
It is voxel tech.

Scam.
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