Euclideon Island Demo 2011 "Unlimited Detail"

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ViRGE

Elite Member, Moderator Emeritus
Oct 9, 1999
31,516
167
106
What about the times in the video when he was rendering 20 different objects at once? WHat do you mean by I/O , memory?
I mean I/O and memory. The memory necessary to hold all the objects, and the I/O to move that data from storage to RAM to the CPU.

As for the demo, it's hard to tell in the video but having multiple objects is even lower detailed (they're very small/simple objects scaled up).
 

AnandThenMan

Diamond Member
Nov 11, 2004
3,991
627
126
That is a very small issue.... most people dont mind seeing only 12 tree types in a game.

Its the movement thing thats a biggy.
This.

I have a feeling the "atom" rendering techniques will end up being integrated into existing tech in some form, and will not become an all-encompassing, front to back graphics engine.
 

-Slacker-

Golden Member
Feb 24, 2010
1,563
0
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This looks like a viable technology to use in some sort of hybrid engine that renders both whatever video cards currently render, and these ... atoms. It would be nice to have it in a game, at least to some small capacity.
 

Arkadrel

Diamond Member
Oct 19, 2010
3,681
2
0
This looks like a viable technology to use in some sort of hybrid engine that renders both whatever video cards currently render, and these ... atoms. It would be nice to have it in a game, at least to some small capacity.


Exactly!

Why not make character models use exsiting technologies (and anything that needs movement), and make the world they move around in (that is stationary), use these atoms.

Done! best of both worlds :)
 

Sheninat0r

Senior member
Jun 8, 2007
515
1
81
Exactly!

Why not make character models use exsiting technologies (and anything that needs movement), and make the world they move around in (that is stationary), use these atoms.

Done! best of both worlds :)

Because it won't just be stationary, it'll be static. No dynamic lighting, no physics, no interactivity at all.
 

-Slacker-

Golden Member
Feb 24, 2010
1,563
0
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^True, but they've already managed to implement low level shadows and lighting in less than a year; maybe we'll see more progress in the following months. And even without dynamic lighting/ physics etc, I can still see this being successfully used in more specific situations, like relatively far and unreachable locations - the upper body of a building, high-up, steep cliffs, etc (basically places where dynamic lights aren't likely to reach and where physics-based outcome won't occur).