NERDGASM ALERT: Detailed Rendering of CG just got infinately better. The polygon is dead, page 3


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reply posted on 2-8-2011 @ 02:56 PM by BobAthome
reply to post by SaturnFX



Actually u can already do that in "fallout 3" for instance. It should be just a matter of changing the mesh's and texture packages to the new and improved "pixle" of a 0 or 1,,,,,
Script Kiddies,,u have your assignment,,

"Build the Hardware,,,and we will make it work right",,,,script kiddie oath.
edit on 2-8-2011 by BobAthome because: (no reason given)



reply posted on 2-8-2011 @ 03:13 PM by SaturnFX
reply to post by roughycannon



Frankly, all they need to achieve is 30fps and a decent motion blur and that works just fine, equal to reality.

If you have no blur at 100fps, it looks choppy, hense why graphics are now trying to put more on vision effects (blur things not directly in focus and depending on distance, etc)



reply posted on 2-8-2011 @ 03:22 PM by roughycannon
reply to post by SaturnFX



100 fps doesn't look choppy I think your thinking about screen tear which is when the vertical sync is off, games on PC allow you to turn vsync on, which mean it stores the frame in a buffer until its fully rendered then displays it and this stops screen tear issues, tear issues are when there are 2 separate frames rendeerd on the screen at the same time, 1 frame might be the top half of the screen and the second rendered on the bottom this is the "tear" as the vertical sync was off it rendered 2 frames on the screen.


reply posted on 2-8-2011 @ 03:34 PM by SaturnFX
reply to post by roughycannon



Examples of FPS

I think ultimately we need to focus on trying to make things equal to a human eye in regards to framerate and blur overall as a decent goal.

You could possibly get things going at 200fps, but why? no chance in hell the human eye can see that

I think choppy is a bad word...however, you can get a flicker effect for no smooth transition from frame to frame, even if you don't consciously see it, the mind does subconsciously register the flicker (its why you get headaches and such from watching too much tv or gaming and eventually can start hemmoraging after like 24+ hours of it)

Transition effects should be looked into more, then the FPS will almost be inconsequencial so long as it is acceptably high enough...and anything at 30+fps does a pretty good job in being high enough for unnoticable overt lag


reply posted on 2-8-2011 @ 06:41 PM by john_bmth
reply to post by SaturnFX



Physics is physics. I'm not sure what you're getting at with "today's physics"... The laws of physics stent going to change any time soon (God forbid), nor are the technological challenge of emulating said physics.


reply posted on 2-8-2011 @ 06:46 PM by Lemon.Fresh
Skip to the last post in the following link, shows why this "new" technology is not viable for gaming.

arstechnica.com...

Also, voxel engines, which this is (just heavily modified) have been around for at least 15 years. This is far from a new technology.



Posted Via ATS Mobile: m.abovetopsecret.com

edit on 8/2/2011 by Lemon.Fresh because: (no reason given)



reply posted on 2-8-2011 @ 07:16 PM by SaturnFX
Originally posted by john_bmth
reply to
post by SaturnFX



Physics is physics. I'm not sure what you're getting at with "today's physics"... The laws of physics stent going to change any time soon (God forbid), nor are the technological challenge of emulating said physics.


Game physics...they are currently aimed at using giant blocks and are event driven...sort of the difference between our day to day physics and quantum physics in reality...very different concepts overall.

Anyhow, that is needing a tune up...if your dealing with just a single plane, you don't need to worry about sand compression under a foot, or a bullet hitting the ground and having specific particles of sand shoot off, etc...for now its just you shoot, and a bit of smoke may come along with some dot markers showing where the bullet landed


reply posted on 2-8-2011 @ 07:24 PM by Lemon.Fresh
Reply to post by SaturnFX


Because it is voxel, just heavily modified.

It wont work with animations or physics with the tech we have today.



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reply posted on 2-8-2011 @ 07:41 PM by roughycannon
Originally posted by SaturnFX
reply to
post by roughycannon



Examples of FPS

I think ultimately we need to focus on trying to make things equal to a human eye in regards to framerate and blur overall as a decent goal.

You could possibly get things going at 200fps, but why? no chance in hell the human eye can see that

I think choppy is a bad word...however, you can get a flicker effect for no smooth transition from frame to frame, even if you don't consciously see it, the mind does subconsciously register the flicker (its why you get headaches and such from watching too much tv or gaming and eventually can start hemmoraging after like 24+ hours of it)

Transition effects should be looked into more, then the FPS will almost be inconsequencial so long as it is acceptably high enough...and anything at 30+fps does a pretty good job in being high enough for unnoticable overt lag


Not trying to be an ass but the flicker is interlacing, in CRT tech they show the frame in odd and even line over and over and it creates a flicker effect, when using progressive scan as in 720p its progressive in the same way as the frame is stored in a buffer and when showed created a flip book effect, 24 fps creates the movie effect but 25 fps creates the live video effect our eyes are used to and so does any fps higher.
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