The end of Polygons in video games

wh1te

TD Member
dunno if that could compete with CS 1.6 -kinda interested to see what they make with actual sci-fi artists
 

dead mike

TD Member, Legend, Puncher of Faces, Chatbox King
cool man, i guess another round of new computers for everyone!
 

47

TD Admin, Chicken Licker, Top Shelf Sleeper
interesting shit, wonder is its for real. lol DM
 

LT_Clash

TD Member
Very Very cool tech. however i am a little worried about adding this much detail from an artists perspective. i can model a background element tree in about 5-10 mins depending on tree. This is because of the low polly count if it gets to the point where photo-realistic models are needed for rocks on the ground to be "at par" art teams wich are already the bottleneck for most dev companys are going to get allot busier and or need to double or triple in size. im not saying its impossible but i dont think its gonna be making a debut in games for a while, i imagine we will see nurbs (http://en.wikipedia.org/wiki/Non-uniform_rational_B-spline) come into a real time rendering engine as they are easyer to implement into a pipe line, and you wont need to retrain all of your texture artists and modelers on a completely new system.

it take pixar 2-3 years to finish a movie and thats mostly small environment and allot of repetition.
 

$alvador

TD Member
who you callin a nurb? i just hope this company has a patent so they don't get sued into oblivion
 

dead mike

TD Member, Legend, Puncher of Faces, Chatbox King
Heard about it a bit more, apparently they got a grant for $2m from the Australian government, I think their tech is safe.
 

cattra

TD Member
holy shit I can't count the polygons! EVERYTHING I KNOW ABOUT TELLING A GOOD GAME FROM A BAD GAME IS A LIE!
 
it take pixar 2-3 years to finish a movie and thats mostly small environment and allot of repetition.

Most games take 2-3 years of development, and if you look at the level of detail and modeling difference between pixar movies and games from today, games have a long way to catch up. It may be repetition as you say, but what makes games any different? They are all limited to a particular environment and character/model list, which only gets additions during expansions, and that's if any!

As far as retraining all the modelers it's not necessairly true: it only means they can model without restrictions of poly counts, and I don't know of a modeler who wouldn't love that!! I've dabbled pretty extensively in 3D and I found poly count limitations in modeling can be quite a bit of a pain when you have a set standard for the results needed. Increasing the poly count when modeling is not hard; it's reducing it that is!!!
I think retraining all the texture artists might be a pain though, but that depends on how the texturing in such a system is done, and that we haven't seen yet :P Since you can import from 3dsm and other software, the texturing might get done in the same software as the modeling and just gets imported with the models.
 

Cock

Cockilicious
Staff member
It would be awesome to see a physics engine applied to this.

Only way I can see this going into gaming is if they license it like the Unreal Engine, I'm sure Pixar or Dreamworks are currently fapping at this.
 
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