And then some guy makes Minecraft with existing materials and what the gaming world wants and expects is changed forever.From 4:05 to 6:30 is the discussion about ray tracing. All I can say, is "Oh, boy. Here we go again." This hits very close to home for me in more ways than one. It's not all that new by the way, part of the technology was described in the 1960's. In photo rendering, it's used a lot but that's a static scenes issue, where time to render doesn't quite matter that much. In dynamic scenes, like a game this is a lot more complex, and a little older the the discussion in that video indicates.
But the discussion is worth having - inside CIG. As users, we don't need to sway that one way or the other, they know what the requirement is.
Also NVidia has native support in their latest products, and AMD has announced support in upcoming products. And now you know why I don't take sides in that rat race.
First time I saw the video I had to have it silent reading the captions and thought "Etiquette be damned."I felt like the host lacked some quality interview etiquette.
I agree totally, it is not worth delaying the game, and there is no reason why it would impact timeline. And honestly, ray tracing is not a panacea for all things. It does have it's uses. I'm just not convinced it is the best solution here. The biggest problem I see with SC has to do with the object model, but I don't expect this impacts game performance. It just irks me that they have to develop software, simply because they're introducing a new ship. That is frankly, weird. But it only costs CIG (and by extension, us) man hours in the end.EDIT - I've just seen the Quake II level demo. Yeah, I can see benefits from it. It's probbably one of the things, graphically, that people have been clamoring for for years. Is it worth delaying the whole game a year for? Even in the Quake II demo they had a feature right at the end they said "we've only just got this to work" so it's not like plugging in a new render package is going to get this working by magic... I'd hope they'd put it on the list of things to implement after release and as said, I expect this to be faaaar too late for s42.
I agree totally, it is not worth delaying the game, and there is no reason why it would impact timeline. And honestly, ray tracing is not a panacea for all things. It does have it's uses. I'm just not convinced it is the best solution here. The biggest problem I see with SC has to do with the object model, but I don't expect this impacts game performance. It just irks me that they have to develop software, simply because they're introducing a new ship. That is frankly, weird. But it only costs CIG (and by extension, us) man hours in the end.
[edited after posting] BTW a month ago, the Dual Universe team demonstrated a game session with over 30,000 players. Their goal is to expand this to millions of players. This uses simulated players, not real players. It's a public demo of how the shards work.View: https://www.youtube.com/watch?v=pLh2OoTj8vc
This is all true, it is a demo and the reason I said "This uses simulated players, not real players. " in the original post. This is actually a very narrow use case, meant to showcase the part of the technology that works, rather than what they hope will be available. At the moment, it's all speculative. But then, so is Star Citizen.Not sure if that's a very impressive tech demo given the avatars were not doing anything beyond walking. Take games like Battlefield 4 with 64 players connected then realize that every player, every vehicle and every bullet is being updated verified its location and being shared. Add on top a game world that is changing and the server calculations start to climb quickly. As for an avatar all I have to send you for each one you can see is 4 floating points. 3 for the world cords and the fourth for facing direction. Update those 30 times a second and the client can apply movement calculations and smoothing to play the right animation. Now if the avatars were doing something like fighting mobs casting spells shooting guns punching each other then it start to become impressive as the number of unique calculations scales quickly. But here we don't even know if the server is doing any sort of data verification or just relaying positional locations to all clients.