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Originally posted by Glyph_D
I been thinking about this for some and i may have figured out what he has done. As it has been mentioned before the engine would not render what can not be seen, as in as much as off screen. However, there is also an area that would be optimized out of the rendering process. This area is any point which lies between the resolution at which the screen is native too.
The algorithms they may be using do not decide "what" you see but rather what you "can not" see due to the resolution. Because The visual limit for any current tech is determined by the resolution of the its self.
Through this line of thought this new engine does not generate 3D images but renders complex 2D images.
Originally posted by Glyph_D
It is claimed that "64 atoms per cubic millimeter (four per millimeter)". This the maximum this technique can zoom in on an object. Surely this is overkill when considering game design. The level of detail would be cut at a virtual distance of an average of 6-12 inches(as per the status quo of current gen games)
Originally posted by Glyph_D
The new that I believe he and his company has done is changed the rules on what is and not needed to create the illusion of a 3D model.
Originally posted by Glyph_D
reply to post by Uncinus
if my understanding is correct it would not be an issue. The limit of detail will be determined by the artwork itself. The model converter they claim to have made would work out the position of each point and then fill in the gaps up to and including 64 cubic units per millimeter.
Originally posted by Uncinus
The point is that it's not "unlimited" as he claims. There's a limit to the resolution, and there's a limit to how much he can get in there. There's also a limit to animation, and lighting.
Originally posted by Glyph_D
reply to post by Uncinus
Well i never said I was blindly following this man or his claims. I will NOT be donated any form of support other than emotional to his company.
If he is lying about what his company can do time will tell. Im just working with what has been claimed as it has not been verified.
Originally posted by Uncinus
That gun also has details smaller than 0.25 mm.
Originally posted by Glyph_D
Originally posted by Uncinus
The point is that it's not "unlimited" as he claims. There's a limit to the resolution, and there's a limit to how much he can get in there. There's also a limit to animation, and lighting.
Your absolutely right. It is not unlimited in the micro detail, however the macro is a different story.
Originally posted by Uncinus
He's not lying with the videos. It did render those videos. But compare it to a modern polygon engine:
Originally posted by Glyph_D
Originally posted by Uncinus
That gun also has details smaller than 0.25 mm.
This is disputable. Are you suggesting there are geometric details at that level? Im not even sure if the high res texture are that intricate.
Originally posted by Glyph_D
That where my attention resides, because Im thinking they may have removed a very intricate element that is apparent in the video you provided.
Volume- geometric volume to be precise.
if all images render in 2D, why simulate a 3D world? Im under the impression he cut out what is not needed.
Originally posted by Uncinus
Originally posted by Glyph_D
Originally posted by Uncinus
The point is that it's not "unlimited" as he claims. There's a limit to the resolution, and there's a limit to how much he can get in there. There's also a limit to animation, and lighting.
Your absolutely right. It is not unlimited in the micro detail, however the macro is a different story.
How so?
Originally posted by Glyph_D
Because, if this engine generates graphics on a point base system, and and holds algorithms to enforce this rendering, as the camera pans out the pixels at the smallest level are rendered out and the replaced by the surrounding level of pixels and so forth. Due to the limits of the screen. they are using the limits inherent in the video feed to regulate the detail provided.
Originally posted by Uncinus
In his engine there are no textures. The detail from the textures here needs to be made from millions of individual voxels.
It's like building that gun from millions of tiny solid color Lego bricks that are 0.25mm wide.
He's still storing a data representation of geometric volume. More so that polygonal engines actually. Polygonal engines store arbitary surfaces. Voxel engines store cubic volumes.
You have to simulate a 3D world to render it. These are just different ways of doing it.