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To Unity or Not to Unity

category: general [glöplog]
YOU USED THE WRONG COMPILER!
added on the 2020-04-29 00:40:10 by arab arab
on that side note: who are we even to judge that. demos are an art form and as such should (should they really(?), i'm not even sure about that) only be judged in terms of how the look/feel/sound overall, not what tools have been used to create it.

on that note: @psenough - compos are a part of demoscene. they give the necessary edge of competitiveness most of us treat as fun. i disagree lobotomizing demoparties of the competetive part would do much good.
added on the 2020-04-29 00:46:37 by arab arab
Just going to leave this here to see what happens:

https://www.youtube.com/watch?v=qC5KtatMcUw
added on the 2020-05-13 18:52:12 by uncle-x uncle-x
yeah that real-time ultrapoly optimization sounds really really cool and perhaps a nice new breakthrough innovation in game engines. also, finally I can do 300k poly coca cola cans again and no coder can complain that's too much! :P
holy shit that looks quite awesome
added on the 2020-05-13 19:28:00 by wysiwtf wysiwtf
incr-edi-ble! Damn this new tech looks great. So many questions. How?
added on the 2020-05-13 22:33:16 by neoneye neoneye
Until someone comes and arrogantly says this is simple on modern hardware I'm going to say that is black magic! Dynamic scenes with global illumination and virtually billions of polys as input.

Your move färjanmaker!
added on the 2020-05-14 06:46:44 by rloaderro rloaderro
BB Image
added on the 2020-05-14 13:15:39 by jco jco
Quote:
incr-edi-ble! Damn this new tech looks great. So many questions. How?


Years of R&D by very skilled people!
added on the 2020-05-14 13:49:05 by okkie okkie
Quote:
Quote:
incr-edi-ble! Damn this new tech looks great. So many questions. How?


Years of R&D by very skilled people!

Nah, it's basically only the Titanics decruncher Ryg ripped off in the PS5. The rest is just stuff modern GPUs (which, as we all know, just spring into existence) do anyway.

(am I doing this right)
added on the 2020-05-14 14:15:49 by kb_ kb_
Quote:
Nah, it's basically only the Titanics decruncher Ryg ripped off in the PS5. The rest is just stuff modern GPUs (which, as we all know, just spring into existence) do anyway.
*dies*
added on the 2020-05-14 14:20:16 by ferris ferris
Taking a second look the dynamic global illumination could be a very clever reuse of sprites every scanline made possible by the copper
added on the 2020-05-14 15:09:08 by rloaderro rloaderro
It’s amazing what you can do with color cycling when you have 16.7 million colors in the palette
added on the 2020-05-14 15:10:49 by rloaderro rloaderro
but now that you have a tool that can import 40 billion polygon objects in a demo and still run it at 30fps, not only coders can sit back and be lazy, also artists can sit back and be lazy. all you need is a phone to make a demo... zero effort, just some pictures of pretty things from your phone into a free photogrammetry app, drag 'n drop that data into the tool and then 'build' for an .exe and your Revision demo compo winner is done. At least the visual department! Bah! time to make Gameboy demos!
Quote:
not only coders can sit back and be lazy, also artists can sit back and be lazy

shit, so i wasted my time learning programming for no good reason ;(
added on the 2020-05-14 16:22:29 by havoc havoc
That's the end of Unlimited Detail!
added on the 2020-05-14 16:52:06 by Kabuto Kabuto
Lacking glenz vectors, but apart from that, these UE guys make really really great demos.
added on the 2020-05-14 17:09:43 by Soundy Soundy
havoc: you should try to learn music! surely no AI can ever make music based on 5 seconds example material!!!!!!
Just boilerplate code!
added on the 2020-05-14 17:35:14 by imerso imerso
The DOS PCs made monster sprites. Lot's of sprites. They Were Monsters. Monster DOS PCs. But nowadays..
added on the 2020-05-14 23:03:51 by Optimus Optimus
Quote:
Nah, it's basically only the Titanics decruncher Ryg ripped off in the PS5.

KRAKEN DECRUNCHES WHILE LOADING (and actually, yes, it does)
added on the 2020-05-15 10:41:30 by Sesse Sesse
An interesting analysis on how they do it:
https://youtu.be/iIDzZJpDlpA
Basically, Nanite is miceopolygons/Reyes, a technique from 1987 that they all use for non-realtime rendering.
And Lumen is what you could guess: bounces through a low res voxelized version of the same world. But they add a finer raymarshed approximation(not sure why, maybe the character??) + SSGI.

There's still questions it raises, like they mention 8k textures. But why the need of textures if the poly is the size of your pixel? Color and stuff should be baked I the vertex at that point. Unless the geometry is generated from the texture, but then it's a standard displacement map?
And if it's really subpixel polys, why are they rendering polys? You just need the color at that point so voxels or point cloud could do the same.
added on the 2020-05-16 17:13:09 by BarZoule BarZoule

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