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I’m with danielsangeo on this.
Wait and see.

notch has this to say

https://notch.tumblr.com/post/8386977075/its-a-scam

OHOHOHO! ITS A TRAP!

He apologizes for the amount of repetition because they are a technology company.
Now everything makes sense.

In response to concerns regarding animation.

It’s “meh” at that point. It may be better now.

https://www.youtube.com/watch?v=cF8A4bsfKH8

I was gonna say something about the fact that they repeated so much of their geometry but notch beat me to it. I’m pretty sure unless someone counterpoints all of notch’s post that makes this subject kinda pointless.

Ever heard of Zbrush?

The guy in the video sounds like a cunt. I’d probably be more excited if he didn’t sound like a cunt and they made a city that looked nice.

i don’t think this is going to work within the next years…

Copy pasta my post from elsewhere, just slightly expanding my last point.

That shit already happened. Ever heard of middleware? Or specifically speedtree? I could name more but it would be a waste of time.

I could see it now, speeddirt speedsand and so forth.

Well by the time this becomes available polygon counts will be high enough that we wouldn’t be able to tell the difference

If only those silly selfish big companies where to give them some funding. THEN the future of graphics can begin, instead of this stupid polygon count upgrading, I mean come on, what are they thinking?!

Tesselation

Yeah i’m pretty sure thats how i thought rendering worked when i was a small child. Then i was all like “OH derp that makes sense now.”

that wouldn’t make it any less retarded when there is a much efficient way of rendering stuff.

If this wasn’t a scam,valve would have hired this guy to make source 2.0 a long time ago…

This technology isn’t perfect. It’s still evolving, just like how polygonal technology evolved and is still evolving.

This technology will eventually get to the point where a game is practical. They’re just not at that point yet.

Technology needs time to be evaluated, tested, and get things straight before getting into actual applicable use. It’s still experimental, I see no reason why Valve would waste money on this.

I can’t imagine an engine that renders to the atom would be very processor efficient. You’d probably need a supercomputer from space to run it. No, a supercomputer-from-space-RENDER FARM to do it. Several, in fact, if you want to be able to render anything other than scenery. Because if they render in game characters this way, and attempt to simulate the dirt particles physically so NPCs can leave tracks in the dirt, you’d have one fucking crazy processor load. And don’t get me started on destructability.

This kind of tech won’t be usable for at least another ten to twenty years, and that’s an incredibly optimistic estimate.

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.