Coolest Tech Demo I've ever seen

Nightmare225

Golden Member
May 20, 2006
1,661
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Amazing. Ran completely smoothly at max except for the little bit at the end @ 1680X1050.

Stuff like this just goes to show you how unnecessarily bloated today's engines are... I mean, wow. This was amazing, a great download for all! ;)
 

SonicIce

Diamond Member
Apr 12, 2004
4,771
0
76
There's a lot of 64k demos around. Here is one of my favorites: http://www.pouet.net/prod.php?which=9438

It's not really feasable for a developer to design a game engine in this way. It would take way too much time and the game wouldn't be as good because it takes a very high level of programming knowledge to create the art which would mean the art in the game would be bland since good artists aren't programmers. It doesn't use any special compression techniques. You see, the executable doesn't actually contain the textures, music, models etc. What it contains is the individual steps required to create the textures etc. Thats what the progress bar is at the beginning of the demo. It's creating hundreds of megabytes of data from a few kilobytes of instructions. I don't think it's programmed in assembly, probably C++ like most games today. Developers aren't going to pay people for all the extra work when they can just include the regular data since there's plenty of room available these days like dvd's.
 

Shooks

Golden Member
Jun 19, 2001
1,428
0
76
ran it at 1920x1200 with SLI'd 7800GTX's and a 4000+, ran very smooth except for a couple hiccups near the end.

Very cool demo btw!
 

MichaelD

Lifer
Jan 16, 2001
31,528
3
76
That was the coolest damn thing I've ever seen. I'm completely in awe...HOW do they get it to a 200KB download?

3DMark is basically the same thing, and it's like a 200MB download!!! :Q


If you haven't seen this thing yet, YOU NEED TO SEE IT!

*edit*

Smooth as silk, with a couple of very minor "stutters" towards the end with the rig in my sig @ 1280x1024, everything maxxed.
 

CP5670

Diamond Member
Jun 24, 2004
5,660
762
126
I saw this earlier today on another forum. It's an incredible piece of work, as is the kkrieger game.
 

Matt2

Diamond Member
Jul 28, 2001
4,762
0
0
Pretty awesome.

Ran pretty good all the way through until the end when it ran craptastically.

System in sig except everything at default clocks (doing a little troubleshooting). 1920x1200 4x multisample.
 

JRW

Senior member
Jun 29, 2005
569
0
76
Wow how the hell did they fit all that into 184 KB , Nice looking demo either way.
 

n7

Elite Member
Jan 4, 2004
21,281
4
81
Wow that Trackmania demo & the .kkrieger: chapter 1 beta game were incredible :Q

The Trackmania one was a tad hard on my PC @ 2560x1600 4x multisampling ultra quality though :p

Was getting around 6-18 fps hehe :D
 

DAPUNISHER

Super Moderator CPU Forum Mod and Elite Member
Super Moderator
Aug 22, 2001
31,702
31,587
146
Originally posted by: SonicIce
There's a lot of 64k demos around. Here is one of my favorites: http://www.pouet.net/prod.php?which=9438

It's not really feasable for a developer to design a game engine in this way. It would take way too much time and the game wouldn't be as good because it takes a very high level of programming knowledge to create the art which would mean the art in the game would be bland since good artists aren't programmers. It doesn't use any special compression techniques. You see, the executable doesn't actually contain the textures, music, models etc. What it contains is the individual steps required to create the textures etc. Thats what the progress bar is at the beginning of the demo. It's creating hundreds of megabytes of data from a few kilobytes of instructions. I don't think it's programmed in assembly, probably C++ like most games today. Developers aren't going to pay people for all the extra work when they can just include the regular data since there's plenty of room available these days like dvd's.
Thanks for the link and informative post.

 
Jan 9, 2001
704
0
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Awesome demo OP, ran pretty decent @ 1440x900 on my 7600 Go, but it still makes me miss my X1800XT. I wish I had sprung for a notebook with the Mobile X1800.
 

Trell

Member
Oct 28, 2003
170
38
101
Originally posted by: SonicIce
There's a lot of 64k demos around. Here is one of my favorites: http://www.pouet.net/prod.php?which=9438

It's not really feasable for a developer to design a game engine in this way. It would take way too much time and the game wouldn't be as good because it takes a very high level of programming knowledge to create the art which would mean the art in the game would be bland since good artists aren't programmers. It doesn't use any special compression techniques. You see, the executable doesn't actually contain the textures, music, models etc. What it contains is the individual steps required to create the textures etc. Thats what the progress bar is at the beginning of the demo. It's creating hundreds of megabytes of data from a few kilobytes of instructions. I don't think it's programmed in assembly, probably C++ like most games today. Developers aren't going to pay people for all the extra work when they can just include the regular data since there's plenty of room available these days like dvd's.

Didn't Will Wright say that Spore was based around this concept (using algorhythms to create the artwork). I remember him talking about the 64k thing and saying he had hired at least a few of the people who do it alot to work on the game (at last years? GDC).
 

450R

Senior member
Feb 22, 2005
319
0
0
Nothing short of amazing. Ran pretty smooth @ 1024x768, normal textures, shadows on and no vsync (XP 2100+ and 6600GT). Chugged a bit at the end but I wasn't expecting it to run that well in the first place.

Good stuff.

Edit: Will Wright talking about 64k
 

Thor86

Diamond Member
May 3, 2001
7,888
7
81
For the file size, this demo rocks!

Perfectly smooth the whole demo through (C2D @3.5Ghz w/ 8800GTS @ 650/1000) running 1650 x 1050, 8x AA and Ultra texture quality.