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Space Engine 0.9.8.0 Trailer

Babymech says...

This trailer misses the exact thing that No Man's Sky trailers realized - you have to show the transition in scale. If you want to impress, you need to seamlessly transition from surface to orbit to solar system to galaxy. If you don't do that, the celestial objects just look like balls with high res textures and the surface shots look like Bryce 3D renders, but there's nothing to connect them.

ant (Member Profile)

LGR Tech Tales - 3Dfx & Voodoo's Self-Destruction

Mekanikal says...

Same here. I also had a 4mb Diamond Monster 3D card. To this day I still say it's the best upgrade to my computer that I ever made. I don't think that "wow" feeling after running Quake2 on it for the first time will ever happen again.

ant said:

Diamond Monster 3D (1) and Creative Blaster (2) for me.

LGR Tech Tales - 3Dfx & Voodoo's Self-Destruction

ant says...

Diamond Monster 3D (1) and Creative Blaster (2) for me.

Mordhaus said:

I owned 3 total 3dfx cards, including the last one, the 5500. They were great and glide was better than direct 3d for a long time. I was sad to see them go.

*promote

LGR Tech Tales - 3Dfx & Voodoo's Self-Destruction

Mordhaus says...

I owned 3 total 3dfx cards, including the last one, the 5500. They were great and glide was better than direct 3d for a long time. I was sad to see them go.

*promote

Introducing FarmBot Genesis

oOPonyOo says...

Surrender your knowledge and control over food production, in your own backyard. 3D print your garden. This could easily be a parody, and they should really change the music.

A micro-machine is the solution to macro-machines. I see it breaking down daily.

Unity Adam Demo - real time

jmd says...

Demo is all right, we really don't see anything we haven't seen before. Pretty much the onlything we havn't seen is mass scale destruction. Heck even small scale is so-so, mainly because of 2 things. #1 you really need a chunk of processing time for convincing physics calculation of a good amount of debris (We still don't see the level of particle effects the old AGEIA PPU demo's had) and #2 realistic enough fire effects. #1 is at least possible with tech that we have today, but #2 requires that someone actually create the effect for use in games.

Fire as you may have gathered, is probably the most difficult CG effect to create. Hollywood took 20 years after CGI effects started in movies before it actually didn't look fake. Today fire in CG is very manageable, but before that it just made more sense to record your fire on a matte backdrop and insert the footage over one of the final rendering passes of your 3d project.

Never Turn Your Back On The Ocean

Unity Adam Demo - real time

MonkeySpank says...

The short answer is "It depends!"

I know it's a crappy answer, but there are way too many parameters at play. There are many games today that have scripted scenes in them that are pretty cinematic. Think of GTA III, from 2001. The cut scenes in that game still outshine the actual gameplay of GTA V today.

If the scene is scripted, then all the animation, and camera movement can be fine tuned and all compute resources are pooled into the viewport of the camera. This allows the artists to focus all of the trickery on the shot itself, but not the rest of the world. From a PVS or scene-graph stand point, you have pretty much reduced the complexity to just what you are seeing.

I do not know how they made this demo and cannot comment on it with any authoritative capital. I've written 3D engines before (not for videogames though) and can comment on the technology I think I'm seeing here. My comments are just an opinion based on what I know. I do not have access to Unity and have never used it before. But here it goes:

For a scene like this, there should be reduced/canned computation in:


The shaders, unless they are geometry (the ripping of the skin/flesh in the Adam scene) could or could not be reduced in scope and complexity. I am not sure if they are scripted or dynamic. By scripted, I mean a geometry shader that reads vertex data from a VBO stream or some memory buffer instead of computing the vertices on the fly. It's still real-time, just not dynamic.

Most of the graphics you see here are standard applications of technology that's been around for a while:


The particle system seems pretty standard as well.

This is a great demo and I am extremely impressed with the art direction, but the engine itself is, after all, Unity with PBR for the characters, and maybe Global Illumation for the indoor scenes, which I believe they licensed from Geomerics.

TheFreak said:

How far behind do the playable game graphics tend to trail behind the demos?

Feels like it's about 2 years.

That's one of the reasons I enjoy demos, because I know that one day soon I'll get to play games with that level of graphics.

Unity Adam Demo - real time

Digitalfiend says...

Empire Strikes Back - Vader to Luke in the carbonite chamber

Followed Unity 3D for a while and was quite happy to see them release version 5 for free due to the pressure Epic put on them by releasing Unreal Engine 4 for free as well. This short is definitely pretty impressive but I still think UE is the more capable engine for sure. Unity also has a very slow release cycle with a lot of promised features either being pushed to future versions or forcing users to rely on the Unity marketplace.

kingmob said:

most impressive...what movie quote?

Finding an ATM Skimmer in Vienna

Rolls Royce New Space Age Car

shagen454 says...

I like the concept of taking this into a 3D modeling program and then after they say "and made history" the top opens up with a fat slob sprawled out on that couch with cigarette butts, chips and grease stains all over it, coke stains on the floor. The music stops as they look on appalled and then the voice continues, "those who pursue perfection forge their own path" hahaha!

Engels said:

Cool concept, douchiest voice over in advertising history?

Acrobatics in the garage (Voltige)

Drachen_Jager says...

Third year?

Wow... in my third year of animation I knew how objects move.

Mind you, I'd been working professionally for 2 of those years.

This guy hasn't got a clue. Both the pendulum effect and the way objects move in the air is completely off. The pendulum is especially sad, since most 3d animation programs have a default movement curve which perfectly simulates that sort of motion.

The Single Most Uncomfortable Moment in TMNT.

vil (Member Profile)

siftbot says...

Congratulations! Your comment on Doom WASN'T 3D! - Digressing and Sidequesting has just received enough votes from the community to earn you 1 Power Point. Thank you for your quality contribution to VideoSift.



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