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Euclideon - Unlimited Detail Real-Time Rendering Technology
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Most of the enginey types I know say it's all smoke and mirrors and that the company has been discredited before. One said if he saw one more person link it on facebook he'd have to go over and stab them.
(apparently it's the 'real time' nature of the tech that's in question, not whether you can make something that looks like that)
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They don't ever mention the specification that is required to run said visuals.
Besides, it's all very well having a piece of dirt made of 400000000 atoms, but I imagine you have to record the location of each one of those atoms.
How much additional storage would it require to store a crazy detailed model of a tree vs a regular one?
Also, for a software developer, they have a ridiculously basic website.
EDIT
Just read an article commenting on the storage size, a rough estimation says that island would take approx
512 petabytes or storage to record the location of each atom. That's without colour and lighting information
Last edited by EvilBoris; 02-08-2011, 20:26.
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I didn't think that the actual poly count was much of an problem with modern engines within reason, its mostly getting it to fit in to memory (disc&RAM) and the fillrate.
It looks to me that they are using a different style of Lodding (the cloud rendering) and the actual ground models are higher than most people would be bothered about in a normal game the reason that stuff is lower quality is no one is paying that much attention to detail like that not because it couldn't be that detailed if it was required.
I like end of the demo they admit its only running 20 FPS with not even high quality lighting. And as it has been mentioned earlier no simulation (AI) or any real level of animation, and no other effects of Gameplay.
The Voxel stuff has been around for some time, a few games have even used it now. It is great stuff but sometimes visually looks ugly. It is really good at doing deformable landscapes stuff though.Last edited by FelixofMars; 02-08-2011, 22:28.
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Interesting to hear peoples thoughts, I personally don't know what to think of it. Think it would be a fair few years until we see the demise of polygons completely anyway. It would have been so much better - if what they are trying to say is true - to take a current game or level, etc and replicate it with voxels to the highest standard possible while keeping the frame rate at 60fps. Then we would have had a direct comparison with say Crysis 2 DX11 level and what they are trying to do.
But they've came back a year later with this half arsed video and no proper art style to show it off. Look what Epic done with their DX11 Samaritan video. Something like that would have been much more useful but without it, makes you really doubt their credibility.
Felix, poly count is a problem when you compare with the likes of CGI movies. Hence tessellation, normal maps, etc are needed to fake geometry that isn't there. In theory, with this technique, there would be no need for that. Everything would be done with voxels. Purely modelling in voxels and texture painting on top.
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Originally posted by abigsmurf View PostNo evidence of it running in real time, no mention of memory usage, no demonstation of it being used in a practical manner (ie a simple game)... Yep, it's a scam to fleece investors.
Showing a technology is fine, but to have it adopted and/or financed you need to show a practical use of it.
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