• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Futuristic technologies left unused or discarded.

There have been a dozen spectacular technologies promising to revolutionise graphics and only to be left unused and discarded for who knows why... Here are some of them and if anybody has more or knows why this techs arent popular please feel free to comment.

1. Motion interpolation.
Back on the xbox 360 days star wars force unleashed 2 achieved the unthinkable they where able to magically upscale 30fps to 60fps on the force unleashed 2 and perhaps this could also mean how nextgen consoles will achieve 120fps.



A. 30 fps frame.
qnb9gzp.jpg

B.motion blur

IrC3D3S.jpg

C. Final 60 fps frame

VePmdkX.jpg


2. Virtual texturing/ tiled resources/ megatextures.
At the start of this gen microsoft boasted about dx12 and tiled resources as a revolutionary tech that was going to drastically improve visuals



mebWCPs.jpg



But besides carmack's implementation in rage and id tech 4 it hasn' t really pushed boundaries as people expected and its been removed from the new id tech 7 engine.

3. Mega meshes.

bxjsqGK.png


So this are some of them.
The big question is where this technologies really ground breaking! or simply procedural tricks?

Or do they work and its the developers who are lazy to apply them?
 
Last edited:
Often technological innovation doesn't translate to tangible benefits for the developers or consumer.

The mega texture thing is neat, especially with fast ssd loading it makes sense to stream more and store less in ram at any one time. But the old method of tiling/reusing smaller textures around the game world is what almost every tool has been built around, and It's very difficult to modify stuff when using mega textures.
 

sunnysideup

Banned
Voxels.

Its a tech that would greatly enhance gaming. But the industry choose polygons. So it is not supported on any hardware.

 
Last edited:
Often technological innovation doesn't translate to tangible benefits for the developers or consumer.

The mega texture thing is neat, especially with fast ssd loading it makes sense to stream more and store less in ram at any one time. But the old method of tiling/reusing smaller textures around the game world is what almost every tool has been built around, and It's very difficult to modify stuff when using mega textures.
What do u mean by modify?
 
Resogun, No Man's Sky, Matterfall, Nex Machina, Ion Fury use this tech for example.
Voxels is another tech but im more impressed with its implementation on atomontage, and unlimited detail rendering, and currently a better version of it aka point clouds is being implemented in dreams ps4 and claybook game
 

GymWolf

Member
Movement is the problem you cant move walk and run freely so the intersctivity is capped.
Never heard of oculus quest (or some wireless adaptor for vive)??
Next batch of wireless vr stuff is gonna be game changer but even now a quest is already 100x times better than kinect.
 

Alexios

Cores, shaders and BIOS oh my!
Y

Your room.
You move yourself within your play space and with the analog stick (or teleportation or zero g pushing/pulling on the environment, or by swimming motions, or whatever the given game has been designed around) past that for humanoid-esque characters or whatever other method if operating some sort of vehicle, for example pulling virtual levers and other controls or using your physical controller inputs for thrust or whatever or even utilizing other controllers as in non-VR games like racing wheels or joysticks. There are no limits. Did you think all VR games are on rails or limited to small rooms or something? The same old 3D game design principles apply to VR just the same with a whole new added layer of interactivity & presence, to varying degrees as chosen by devs, which is why modern VR as a platform has matured so fast and already offers wonderful experiences.



There's also location based VR that does away with artificial locomotion and a few experimental home games that do the same by using impossible geometry style levels but that's a tiny minority and still requires decent space for the most immersing fun where the average game works just as well standing/sitting (thankfully).
 
Last edited:

DonF

Member
Euphoria physics on games. I remember Rockstar talking about it, an Indiana Jones demo with it and some star wars game too.

It all ended up being ragdoll 2.0 .
 

GymWolf

Member
Euphoria physics on games. I remember Rockstar talking about it, an Indiana Jones demo with it and some star wars game too.

It all ended up being ragdoll 2.0 .
Still far superior to anything than don't use euphoria tho.
Also i expect a giant leap in his use with proper cpu next gen for gta6.
 
Last edited:

DonF

Member
Still far superior to anything than don't use euphoria tho.
Also i expect a giant leap in his use with proper cpu next gen for gta6.
the thing is that I remember that it was going to be like, AI mixed with physics, but in practice its just ragdolls with a little bit of reactions. Its not what they touted it would be.
 

GymWolf

Member
the thing is that I remember that it was going to be like, AI mixed with physics, but in practice its just ragdolls with a little bit of reactions. Its not what they touted it would be.
I think weak cpu are one of the reason why they can't use it at his full potential, but i understand what you say.
The first force unleashed game has a hint of that with stormtroopers trying to survive grabbing other pg or objects when you lift them in the air with force powers.

The future of animation is euphoria+motion matching.

Tlou2 use the second one but hit reaction and ragdoll are not gonna be better than mp3 or rdr2.
 
Last edited:
Top Bottom