FordGT90Concept
"I go fast!1!11!1!"
- Joined
- Oct 13, 2008
- Messages
- 26,263 (4.40/day)
- Location
- IA, USA
System Name | BY-2021 |
---|---|
Processor | AMD Ryzen 7 5800X (65w eco profile) |
Motherboard | MSI B550 Gaming Plus |
Cooling | Scythe Mugen (rev 5) |
Memory | 2 x Kingston HyperX DDR4-3200 32 GiB |
Video Card(s) | AMD Radeon RX 7900 XT |
Storage | Samsung 980 Pro, Seagate Exos X20 TB 7200 RPM |
Display(s) | Nixeus NX-EDG274K (3840x2160@144 DP) + Samsung SyncMaster 906BW (1440x900@60 HDMI-DVI) |
Case | Coolermaster HAF 932 w/ USB 3.0 5.25" bay + USB 3.2 (A+C) 3.5" bay |
Audio Device(s) | Realtek ALC1150, Micca OriGen+ |
Power Supply | Enermax Platimax 850w |
Mouse | Nixeus REVEL-X |
Keyboard | Tesoro Excalibur |
Software | Windows 10 Home 64-bit |
Benchmark Scores | Faster than the tortoise; slower than the hare. |
Let's take a step back and look at it from the macro game design perspective:
Benefits
-Substantially cuts down environment creation time because its foundationally materials instead of art.
-Does not require multiple models of varying levels of detail.
-Does not have an arbitrary polygon budget to stay with to keep framerates acceptable.
Costs:
-Substantially more hardware resources required.
-Does not look as good because artists can't give fine tune assets.
-Lighting is hugely problematical and, in night-time environments, could lead to massive bugs where areas are inadequately lit.
-No one presently has hardware designed expressly for the purpose of accelerating cloud point graphics where OGL/Vulkan/D3D hugely accelerates polygons.
-File/download size of the point cloud assets are massive.
-Animations are problematical.
I don't think this is viable, at all, until:
1) they get hardware vendors to support it. I think the only way that would happen is if Microsoft buys out Euclideon and adds it to D3D spec.
2) the problem of lighting is solved.
3) the technology advances to a point where, at face value, the visuals compete with or beat polygon renderings.
The film industry has dabbled in point clouds but...yeah...not impressed:
Benefits
-Substantially cuts down environment creation time because its foundationally materials instead of art.
-Does not require multiple models of varying levels of detail.
-Does not have an arbitrary polygon budget to stay with to keep framerates acceptable.
Costs:
-Substantially more hardware resources required.
-Does not look as good because artists can't give fine tune assets.
-Lighting is hugely problematical and, in night-time environments, could lead to massive bugs where areas are inadequately lit.
-No one presently has hardware designed expressly for the purpose of accelerating cloud point graphics where OGL/Vulkan/D3D hugely accelerates polygons.
-File/download size of the point cloud assets are massive.
-Animations are problematical.
I don't think this is viable, at all, until:
1) they get hardware vendors to support it. I think the only way that would happen is if Microsoft buys out Euclideon and adds it to D3D spec.
2) the problem of lighting is solved.
3) the technology advances to a point where, at face value, the visuals compete with or beat polygon renderings.
The film industry has dabbled in point clouds but...yeah...not impressed:
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