Originally posted by C0bzz
I'm not really that impressed. Tessellation is already being used in many modern games if you have a quick direct x 11 capable graphics card - which
practically eliminates the blockiness inherit to using polygons. Semi-dynamic destructable environments already exist as well and are getting much
better with physics engines running on the GPU.
The nvidia rocket sled demo demonstrates this, and it runs fantastic on existing hardware (very smooth on my GTX 570 OC @ 1920*1080).
3d mark 11 also runs smoothly at 1280*720 on my 3 year old overclocked quad core (worth about $120) and GTX 570 $350)
It might be promising at all, but it's certainly not ground-breaking new technology that's vastly better than what we're already doing.edit on
2/8/11 by C0bzz because: (no reason given)
Things like Tesselation, pixel shading, etc., it's basically the equivalent of putting make-up on an ugly girl. I think it's time for us to ditch
polygon rendering. We're really reaching the technological limits that the whole pixel schema allows for.
If you had some proper artists working with voxel rendering, the results would be far better than current techniques.
The problem is (like many different industries these days), nobody is going to support this. There is already big dollars behind the current,
expensive methods of rendering. Nobody is going to buy into voxel rendering, because it would mean profit losses for so many different industries -
for example, graphics processing hardware would become nearly worthless, and that's obviously a huge profit loss for companies like say, Nvidia.
Shame.
edit on 2-8-2011 by free_form because: stuff
edit on 2-8-2011 by free_form because: (no reason given)