amazing graphics breakthrough

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Post » Thu May 27, 2010 4:58 pm

I think some people are confused about physics vs. 3D renderers - they're two separate things. You can mix and match any renderer and physics engine, the physics handles the logical world (which is just number crunching), and the 3D renderer just draws that to the screen. Unless there's something special about this new renderer I don't know about.
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Post » Thu May 27, 2010 5:09 pm

I gotcha 6fix,
On that note. I was a little disappointed with the initial tesselation stuff I've seen so far, namely the heaven benchmark. The framerate drop was more significant than I was hoping for.

Also, as far as this tech goes. Until this came alomg thered be no reason to think polygons would go anywhere. And if it proves itself to be workable, there's an entire industry of tools that would need replacing, so, no, its not going to change overnight, but the idea is intriguing, and it doesn't need to replace polygons for every developer to make it an important part of the near future.

As an aside, it seems to be a growing trend, this it-only-matters-how-many-pixels-on-screen thing. We're entering a new era of efficiency it seems. Aside from the id tech 5, and this, there's also that streaming photo gallery thing microsoft showed off when they were debuting silverlight, where there was hundreds of gigs of image data, smoothly being panned and zoomed with no lag. I predict the next 5 years are going to be sickeningly awesome for the pc end-user
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Post » Thu May 27, 2010 5:22 pm

Sorry if I wasn't clear enough lucid.

Speaking of Physics, I am reminded of Phys-X and how that didn't pan out. The positive though was they were bought by nVidia and now the same technologies are running off nVidia hardware, without another card needed.

And excellent point lucid about the tools. The work my company does would be set back years if we needed brand new tools. Not looking forward to that day.
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Post » Fri May 28, 2010 12:21 pm

Here a very good article by Santiago Orgaz, maker of XNormal, about Sparse Voxel Octree:

[url:3tik0frg]http://santyhammer.blogspot.com/2009/03/future-of-realtime-graphics.html[/url:3tik0frg]

Inside, there is a good youtube video by Id, showing their future tech in games.

And a John Carmack interview about id Tech 6

[url:3tik0frg]http://www.pcper.com/article.php?aid=532[/url:3tik0frg]
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Post » Fri May 28, 2010 1:25 pm

Carmack has a much better approach to this style of rendering from what he has said both in your link and elsewhere.

That being said, his last engine wasn't used nearly as much as the Quake engines before it. If that trend continues with Id Tech 5, I wonder if he can make the impact that would be needed to adopt.
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Post » Fri May 28, 2010 1:40 pm

I doubt that graphics cards will ever be truly replaced. Just as the gasoline engine is to cars, and Apple is to computers, manufactures like Nvida will come up with some way to keep their fingers in the pot.
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Post » Sun May 30, 2010 4:30 pm

[quote="6Fix":20yd5sdg]Speaking of Physics, I am reminded of Phys-X and how that didn't pan out. The positive though was they were bought by nVidia and now the same technologies are running off nVidia hardware, without another card needed.[/quote:20yd5sdg]

I think nVidia made a dumb mistake there. Why would anyone make hardware accelerated physics an important part of their game, if it was going to be exclusive to either ati, or nvidia architectures? They should have licensed it to ATI, or made the implementation free, and earned their money through licensing it to game developers. They doomed it to being only a minor decorative thing, instead of something that could have drastically enhanced gameplay. And did any non-casual games ever use fluid? Now I'm sure someone will make an opencl or directcompute physics engine, or implementation of havoc.

[quote="Aritz":20yd5sdg]Here a very good article by Santiago Orgaz, maker of XNormal, about Sparse Voxel Octree:
[url:20yd5sdg]http://santyhammer.blogspot.com/2009/03/future-of-realtime-graphics.html[/url:20yd5sdg]
Inside, there is a good youtube video by Id, showing their future tech in games.
And a John Carmack interview about id Tech 6
[url:20yd5sdg]http://www.pcper.com/article.php?aid=532[/url:20yd5sdg]
.[/quote:20yd5sdg]
Carmack mentioned CUDA alot, I thought it was strange, seeing as how he uses openGL for his engines. I'd like to see a more recent interview to see if he's using openCL with tech 5 or tech 6.

[quote="newt":20yd5sdg]I doubt that graphics cards will ever be truly replaced. [/quote:20yd5sdg]
There was a really good interview with Tim Sweeney (of Epic Games/unreal engine fame), where he talked about what would be possible graphically with a combined CPU/GPU solution, but the only links I found to that interview are broken now. Google "Tim Sweeney interview CPU GPU" to find alot of other interesting interviews on the subject.
[quote="Sweeney":20yd5sdg]Looking at the long term future, the next 10 years or so, my hope and expectation is that there will be a real convergence between the CPU, GPU and non traditional architectures like the PhysX chip from Ageia, the Cell technology from Sony. You really want all those to evolve in the way of a large scale multicore CPU that has a lot of non traditional computing power as a GPU has now. A GPU processes a huge number of pixels in parallel using relatively simply control flow, CPU's are extremely good at random access logic, lots of branching, handling cache and things like that. I think really, essential, graphics and computing need to evolve together to the point where the future renderers I hope and expect will look a lot more like a software renderer from previous generations than a fixed function rasterizer pipeline and the stuff we have currently. I think GPU's will ultimately end up being... you know when we look at this 10 years from now, we will look back at GPU's being kinda a temporary fixed function hardware solution, to a problem that ultimately was, just general computing. [/quote:20yd5sdg]
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Post » Sun May 30, 2010 4:44 pm

[quote="lucid":1p8dlb3x]Carmack mentioned CUDA alot, I thought it was strange, seeing as how he uses openGL for his engines. I'd like to see a more recent interview to see if he's using openCL with tech 5 or tech 6.[/quote:1p8dlb3x]
For the demo the interface was cuda, but according to gamestar, a german games magazine, tech 6 will use directly DirectX 11 or OpenCL, to make sure ATI graphic cards and Intel's larrabee will work also.
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Post » Sun May 30, 2010 4:58 pm

[quote="lucid":14p3a144]
I think nVidia made a dumb mistake there. Why would anyone make hardware accelerated physics an important part of their game, if it was going to be exclusive to either ati, or nvidia architectures? They should have licensed it to ATI, or made the implementation free, and earned their money through licensing it to game developers. They doomed it to being only a minor decorative thing, instead of something that could have drastically enhanced gameplay. And did any non-casual games ever use fluid? Now I'm sure someone will make an opencl or directcompute physics engine, or implementation of havoc.[/quote:14p3a144]

Oh well yes I agree with you, I meant more that the positive is the fact we dodged a bullet where they could have become successful on their own, making it so we all need physics cards.

I also wish they had gone for a more open approach. Only working through nVidia hardware is unfortunate, despite being better than an actual card.
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Post » Wed Jun 02, 2010 12:39 pm

Do all those "new" technologies help directly to 2d games?
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