hehe this is the return of the “zero pixel overfill” Grall !
I remember before 3D card came out this was basically the thing that every 3D engine programmer was looking for, I dont know if this one is a solution but really think that the solution/futur of 3D is more in those new kinds of algortihms and not in bruteforcing more and more bilion polygons every new GPU come out.
brut forcing polygon is just a stupid commercial approch, its like searching for the shortest path in a graph by trying all possible path and increasing CPU to get it faster rather than using/searching a beter algorithm.
[quote]It’s a bit of a dead end for games IMHO. It’s completely static so it’s not really practical to do animation and things like dynamic lighting and shadowing are probably impractical too. And games have been trending towards less precalculation and more dynamic environments and effects (eg. Quake’s static lightmaps vs. Doom3’s dynamic lights vs. Crysis’ realtime radiosity) so this would be a real step backwards for a questionable gain in detail.
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I really like this idea of new ways in 3D. Even if I know that’s not what you said, as you mentioned Quake/ Doom3 / Crysis, wanted to point something :
all of them are some kind of linear progression, none of them is a real revolutionary invention, as said in the video this is just more power => more polygon & more shader, finally nothing really new/interresting in all those engine (I mean they are just the add of thousands of little inventions but no one is really revolutionary, they all use existing technologies without real/fundamental research in 3D (it is like adding more and more core on CPU vs trying to build a quantum computer : in one case it is nothing new and a linear progression, in the other case it is really something new offering exponentially more power)
finally all that only to say that I really love theirs works even if it is still not perfect 