IbizaPocholo
NeoGAFs Kent Brockman
This is the kind of thing I want to see in the games, rather than more push to the graphics department. I want the improvement in physics.
Not trying to be negative, i will believe if all these "tech showcase" implemented into actual video games.
This is the kind of thing I want to see in the games, rather than more push to the graphics department. I want the improvement in physics.
This is the kind of thing I want to see in the games, rather than more push to the graphics department. I want the improvement in physics.
This is the kind of thing I want to see in the games, rather than more push to the graphics department. I want the improvement in physics.
Not trying to be negative, i will believe if all these "tech showcase" implemented into actual video games.
They’re powerful enough for both.Not happening. The new consoles aren't nearly powerful enough.
"Scalability". Cheap and boring scalabilityAgreed. But instead we get the obsession with 4/8k to waste resources
They’re powerful enough for both.
You can see in the video that it's all visual at this point (which, of course, because it's a tech demo). I just wonder how easy it would be to make those waves affect the character's movement or make the fire light, burn, and spread. Love the way the grass moves though.Unfortunately a lot of physics simulations are used just for show, and not for gameplay systems.
What Zelda did was awesome because it used physics as a way to provide interactions that most games don't nowadays
Few games use the crazy physics they showed off with old Phys-X demos, or even ones shown after Nvidia bought them.Not trying to be negative, i will believe if all these "tech showcase" implemented into actual video games.
Not impossible, but certainly difficult to do right.You can see in the video that it's all visual at this point (which, of course, because it's a tech demo). I just wonder how easy it would be to make those waves affect the character's movement or make the fire light, burn, and spread. Love the way the grass moves though.
Further to my point about it being more feasible to run these things in CPU land if you want them to affect gameplay, check this out:
Being a full voxel world rather than a special effects isosurface generated from a particle point cloud, it's not quite as visually impressive as the UE stuff in terms of sheer image quality.
However, since it's all done with a cutting-edge CPU algorithm, the entire sim can affect gameplay by default.
So in theory, you could take the sim data from this, then feed it into the GPU to generate pretty volumetrics via marching cubes, distance field raymarching, or various other techniques to get the best of both worlds.
The numbers would suggest being able to pull 120FPS on 4 cores, though unfortunately there's no mention of what kind of CPU it's running on.
I miss the Pre-Oculus era when Carmack would rock up with crazy new tech every few years. Megatextures may have been a miss, but those left-field innovations of his were always fascinating to see.Flashback to 2009 when Carmack demoed a voxel-based id tech 6:
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Neue id Software-Engine mit Voxel-Grafik - Ausblick auf die übernächste Grafikgeneration
Das Team rund um die Programmierer-Legende John Carmack arbeitet schon jetzt am Nachfolger für die id-Tech-5-Engine des kommenden Titels Rage. Das...www.gamestar.de
Yeah, that was very impressive at the time. If memory serves it was in specific areas like narrow inter-zone corridors where it could look good without tanking the framerate.I remember Batman Arkham Asylum i think had smoke which reacted to the enviroment.
Tech is fine and all but now USE IT.
Last game I've played in which water effects really had an impact was From Dust, that was 10 years ago. Then, another 10 years ago, it was Blood Wake.
Devs have to figure out how to actually use water in an effective way. Just looking good and shiny isn't enough for me. TLOU2 water looks fucking awesome, but can I play around with it, fill buckets etc?
Hellgate London and especially Stalker Clear Sky had much better versions in DX10. They did not require Nvidia or Ageia cards.I remember Batman Arkham Asylum i think had smoke which reacted to the enviroment.
Never knew that Stalker and Hellgate had this feature. Gonna look it up on youtube.Hellgate London and especially Stalker Clear Sky had much better versions in DX10. They did not require Nvidia or Ageia cards.
Ue5 games can't come soon enough.