Unlimited Detail

what looks cool? Elbrus? VLIW?

https://www.mcst.ru/hardware.shtml
Here’s the site of the moscow institute. It’s all in russian, though you can click links for pictures.

A lot of it. I suppose it’s more the Elbrus than anything, though.

same here… i mean… the last two pages i was like ‘wat’

edit: omg über ninja’d

So what you’re saying is that Russia is going to become the leader in computer technology soon :retard: ?

There’s a reason they call it a scam. :wink:

It’s a bloody good scam then, the Australian government gave them a 2 million AUD grant!

They’ve just updated their current website as well: www.euclideon.com

Yeah, that’s what they claim, among many other things…

The Australian government claims it too. This isn’t just a scam, its a conspiracy!

:meh:

Or, y’know, true.

There were talks among the top MS brass since 2000 about mercer/itanium killer. As you can see, it’s still not dead, but have not really advanced that far too.
So I don’t know about soon.

those who are screaming scam like their lives depend on it (Notch notoriously) are also making allegations and assumptions. Your point?

Well not scam as in it’s impossible, it’s just that they claim it to be some sort of revolution for gaming which at the moment it clearly isn’t. It’s not new either, Nvidia works with this type of stuff as well. The “polygon” bashing is also rather weird. For example, they pick some random low-poly rocks that were clearly made to follow a specific budget and compare them to their ‘unlimited detail’ rocks. This isn’t fair, a better comparison would be the polygonal rocks from Epic Games’ showcase for the Unreal Engine 3. you will find they look just as good than those from Unlimited Detail. Not to mention they’re countless times cheaper to compute. I took this screenshot in UDK, using DirectX9 with no AA/AF and obviously no tessellation.

Unreal Engine 3 polygonal rocks

Unlimited detail comparison with low poly rocks

Will technology like Unlimited Detail be the future? Yes I think so, I always envisioned games eventually having a world built much like our own. But at the moment there are HUGE problems that have to be solved first, and as mentioned before many of those problems are limited by hardware. Just like we can’t use Hollywood CGI in real-time games, the industry just isn’t ready for this yet.

it would be much more useful to have that thing as a hybrid solution.
So you have point cloud objects but the rest is done with polygons as usual.

Just model it in Zbrush and convert it… Or a point cloud based modeling app will exist at the time… Hell it could even SAVE time because you don’t have to make a low res model.

I think we can all agree that point-cloud is the future.

However I most certainly think that these guys are not going to be bringing it. If they could really do all they say the can they would not need to hype this as hard or be trying this hard for funding. They’d already have it, but they don’t because they can’t back up their claims.

the problem with this statement is that they don’t really do either. Especially the last bit.
That makes for a rather plain ass backwards logic.

Don’t say that like it’s so far off.

I bet in the Quake days people would scoff at the thought of a quad core CPU or a terabyte hard drive.

In the days of Quake computers had a turbo button. You’d press that shit and get an extra dozen mhz that would make your experience super gnarly.

I wish computers still had a turbo button with a led display showing those unbelievable 2 digit speeds along with a physical computer lock. I know people who still have their computer key in their keyring.

Oh yes because coming up with a video that states that you miraculously beat years of hardware development and then disappearing for a year to let people stew on it then returning when people have forgotten about it to remind them and then I’m calling it now disappearing again until everyone has forgotten it isn’t just grabbing for attention.

funny how any piece of info can be twisted and bent to the subject’s liking, eh )))

Click here for the best voxels.

Game on early version of that engine.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.