Impressive, and so is every other piece of unverifiable tech.
What hardware are they going to use? Will it run on OpenGL compatible hardware using point-sprites to draw the atoms, or are we going to need a new video card.
Also, there was a lot of texture data in those demo scenes, are we going to need a new type of motherboard with a new bus?
Here’s the catch:
they claim that there’s a lot of repetition because they’re a software company, not a game company, and they don’t have a lot of graphics resources. All well and good – but there’s this thing called instancing, which to put it simply means that drawing repetitive elements is much faster than drawing unique elements. Since normal games and virtual environments tend to not have such a high degree of repetition, the actual performance might be significantly lower.
There’s also the aspect of object creation and animation which they don’t really bother discussing – I assume normal polygonal models are converted but current animation techniques won’t transfer that well to a voxel based system. And then there’s disk space and memory allocation. What is the memory footprint of one of their models, let alone a complete environment? It might be too big to fit in memory (again, instancing means you only keep a single element, but render it hundreds of times on the screen – which doesn’t happen that often outside demos).
There might be something to this, but currently I’m taking it with a grain of salt.
I dont see any shadows… Just flat lighting. When you start bouncing light between elements to create reflections and shadows things will get exponentially worse… ?
They can make the graphic better, they can tweak the shadows, lighting, all that.
But unless the game is good. Unless it is something that immerses the player and unless it can be something that casual to hardcore player can get into, it doesn’t mean a thing.
Nice looking is fine. Being able to lose yourself takes storytelling. And with the current crop of writers putting out rehashed 80s rubbish, endless sequels and translated foreign shows, I don’t hold much hope for them.
So far the majority of it remains vacuous content that wastes time and money. Fuck FX, I need some Shakespearean level story.
I find the presentation confusing. The alternate back and forth between unlimited detail and not having enough detail. billions of “atoms” to make anything real but only two shades of gray? Seems inconsistent. Like talking to a stock market analyst. All hype, no blow.
New game and graphics software is always written for _next_ year’s hardware, or even the year after that. This will probably require at least 2 SLI video cards, if not 4, dual-core or 4-core or higher CPU, 2-4GB DDR4 RAM, etc.
I don’t understand how they plan to get rid of the polygons, but maybe it’s just another bookkeeping trick for the video card. I mean, GPUs are already dynamically calculating portions of scenes that it won’t render to cut down on processing time (I assume it’s by calculating whether the normals have a projection in the +Z user coordinates) and dynamically load higher/lower detail models or cut polygon counts based on distance. If this is another bookkeeping trick that isn’t dependent on a particular new instruction set for the GPU, then it should provide benefits across all cards….even if they’re 10 years old.
The most troubling thing to me is that there are numerous references to their team performing “polygon conversions” and it sounds a LOT like they’re performing map and model conversions for specific games from polygon-based to whatever their revolutionary new tech is. that is absolutely not a workable model unless they do plan to only market it for n+1 generation games and not even all of them because of manpower constraints.
lastly, it is quite possible that this is an implementation of a voxel engine. that would explain how “everything is made up of atoms, just as you’d find it in the real world”, but it doesn’t explain how the grains of dirt also have detail and some apparent uniqueness unless the scaling for the demo allows for a detailed voxel map at the dirt level, in which case world size would suffer, but would suggest that scaling for games would allow that 200miX200mi size that a previous poster suggested.
All that potential detail is probably moot. Those high end games are expen$$$ive as hell due to all the heavily mentioned detail. And now this guy is saying game companies can now easily blow ten times as much money on visual realism when they can hardly afford to model the current level of detail.
Man, he shows a work in progress, and people complain when it dose not look ready to use.
And 10 year old graphics card?
For real?
Who in their right mind would think a 10 year old card would work good in even todays new graphic intensive games?
Everything moves forward, 10 year old computer anything is WAY out of date.
Heck a 5 year old computer is showing its age.
And usually if you are not a gamer, or have those needs, you do not even get the high end stuff when you visit the store, witch influence its life sustainability..
When this ships(if it dose) the new computers may handle it just fine.
And perhaps the little older gaming rigs.
But who knows, perhaps they have solved the scaling thing and have stuff that lower the load on the pc enough on lower end systems.
Speculating is really pointless at this time, perhaps fun, but really pointless as the thing is not even done, and we do not know enough on how it will work when it is.
Notch disagrees.
YOU DONT WANT HIS DEBATE!!
I want an AI, that wont shoot me from across the map in Pitch black.
I want a Map comparable to 200miles x 200 miles..NOT 1×1 mile.
An environment that will let me Drive/fly/walk/swim…
AND I want it to work on a 10 year old video card.
When Im driving/tanking/running/shooting/… IM NOT looking at the Garbage floating across the lawn.
Won’t this only work on very fast PC’s though?
Impressive, and so is every other piece of unverifiable tech.
What hardware are they going to use? Will it run on OpenGL compatible hardware using point-sprites to draw the atoms, or are we going to need a new video card.
Also, there was a lot of texture data in those demo scenes, are we going to need a new type of motherboard with a new bus?
That sure looks promising. Good luck to them.
Here’s the catch:
they claim that there’s a lot of repetition because they’re a software company, not a game company, and they don’t have a lot of graphics resources. All well and good – but there’s this thing called instancing, which to put it simply means that drawing repetitive elements is much faster than drawing unique elements. Since normal games and virtual environments tend to not have such a high degree of repetition, the actual performance might be significantly lower.
There’s also the aspect of object creation and animation which they don’t really bother discussing – I assume normal polygonal models are converted but current animation techniques won’t transfer that well to a voxel based system. And then there’s disk space and memory allocation. What is the memory footprint of one of their models, let alone a complete environment? It might be too big to fit in memory (again, instancing means you only keep a single element, but render it hundreds of times on the screen – which doesn’t happen that often outside demos).
There might be something to this, but currently I’m taking it with a grain of salt.
I dont see any shadows… Just flat lighting. When you start bouncing light between elements to create reflections and shadows things will get exponentially worse… ?
But here is the real rub.
They can make the graphic better, they can tweak the shadows, lighting, all that.
But unless the game is good. Unless it is something that immerses the player and unless it can be something that casual to hardcore player can get into, it doesn’t mean a thing.
Nice looking is fine. Being able to lose yourself takes storytelling. And with the current crop of writers putting out rehashed 80s rubbish, endless sequels and translated foreign shows, I don’t hold much hope for them.
So far the majority of it remains vacuous content that wastes time and money. Fuck FX, I need some Shakespearean level story.
Make Me Believe Your Story.
Cursor_
I find the presentation confusing. The alternate back and forth between unlimited detail and not having enough detail. billions of “atoms” to make anything real but only two shades of gray? Seems inconsistent. Like talking to a stock market analyst. All hype, no blow.
New game and graphics software is always written for _next_ year’s hardware, or even the year after that. This will probably require at least 2 SLI video cards, if not 4, dual-core or 4-core or higher CPU, 2-4GB DDR4 RAM, etc.
bobbo, you didn’t watch the whole thing where they show the full color models.
I can’t help thinking that this will just be another atom bomb.
I don’t understand how they plan to get rid of the polygons, but maybe it’s just another bookkeeping trick for the video card. I mean, GPUs are already dynamically calculating portions of scenes that it won’t render to cut down on processing time (I assume it’s by calculating whether the normals have a projection in the +Z user coordinates) and dynamically load higher/lower detail models or cut polygon counts based on distance. If this is another bookkeeping trick that isn’t dependent on a particular new instruction set for the GPU, then it should provide benefits across all cards….even if they’re 10 years old.
The most troubling thing to me is that there are numerous references to their team performing “polygon conversions” and it sounds a LOT like they’re performing map and model conversions for specific games from polygon-based to whatever their revolutionary new tech is. that is absolutely not a workable model unless they do plan to only market it for n+1 generation games and not even all of them because of manpower constraints.
lastly, it is quite possible that this is an implementation of a voxel engine. that would explain how “everything is made up of atoms, just as you’d find it in the real world”, but it doesn’t explain how the grains of dirt also have detail and some apparent uniqueness unless the scaling for the demo allows for a detailed voxel map at the dirt level, in which case world size would suffer, but would suggest that scaling for games would allow that 200miX200mi size that a previous poster suggested.
#9 Unlike you. You are all hype and you blow.
Nice but I did notice they didn’t explain the kind of resources needed to run this.
big failed PR imo. Nothing but talk.
This is a lot more impressive, working and made by one guy in his spare time:
http://atomontage.com/?id=dev_blog
All that potential detail is probably moot. Those high end games are expen$$$ive as hell due to all the heavily mentioned detail. And now this guy is saying game companies can now easily blow ten times as much money on visual realism when they can hardly afford to model the current level of detail.
Amazing. And in 5 years any Playstation Portable NXT will be running this king of graphics…
Pity that I’ve lost all interest in games, being 45… I only still find mild fun in 30 year old Sinclair ZX Spectrum games….
Oh well, that’s called aging
Man, he shows a work in progress, and people complain when it dose not look ready to use.
And 10 year old graphics card?
For real?
Who in their right mind would think a 10 year old card would work good in even todays new graphic intensive games?
Everything moves forward, 10 year old computer anything is WAY out of date.
Heck a 5 year old computer is showing its age.
And usually if you are not a gamer, or have those needs, you do not even get the high end stuff when you visit the store, witch influence its life sustainability..
When this ships(if it dose) the new computers may handle it just fine.
And perhaps the little older gaming rigs.
But who knows, perhaps they have solved the scaling thing and have stuff that lower the load on the pc enough on lower end systems.
Speculating is really pointless at this time, perhaps fun, but really pointless as the thing is not even done, and we do not know enough on how it will work when it is.