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Unigine (tesselation) : #315089
03/13/10 10:47
03/13/10 10:47
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Now that's incredible details with : polygons everywhere !
Not just faked volume by using simple normal maps !

Uniengine tesselation

Others view of the scene

So yeah Unity 3 is good, but i think lot of people will ask now for tesselation and DX11 , lightening is not enought now laugh !

Last edited by ratchet; 03/13/10 10:52.
Re: Unigine (tesselation) : [Re: ratchet] #315093
03/13/10 11:03
03/13/10 11:03
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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There's been already a thread about this in Morbius. But, thank you anyway, I missed the first video.

Re: Unigine (tesselation) : [Re: ratchet] #315094
03/13/10 11:04
03/13/10 11:04
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Toast Offline
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I actually don't think too many people will ask for that right now - it of course should be put in anyone's roadmap at a certain point but with currently next to no one owning a DX11 compatible GPU it's a useless feature except for some extra eyecandy in AAA titles...

BTW - there already was a thread about the Unigine demo...

Re: Unigine (tesselation) : [Re: Toast] #315096
03/13/10 11:14
03/13/10 11:14
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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It's next step in 3d display !
Real millions of polygons displayed in a sort of LOD technique.

You can't say the difference is not not visible.
Even all people that comments in Game Trailers agree that's it's stunning in terms of visual.

Well indeed, it's a future technique for new cards, futue engine features.Not for today , but for next consoles and future engines and games !

Re: Unigine (tesselation) : [Re: ratchet] #315097
03/13/10 11:21
03/13/10 11:21
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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The new Aliens vs. Predator already supports this technique.


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Re: Unigine (tesselation) : [Re: Machinery_Frank] #315165
03/13/10 16:37
03/13/10 16:37
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
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I adore the music. Does someone know if it's specially been made for this demo or is there more of it?

I think this technique is still far superior to volume based methods, as described e.g. in the UnlimitedDetail thread in Morbius. But there will be a showdown, some time in the future.

Re: Unigine (tesselation) : [Re: Joey] #315191
03/13/10 19:12
03/13/10 19:12
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ratchet Offline OP
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For alien vs Predator :
i don't think they have pushed tesselation as far as the demo of Uningine , it's lightely used perhaps and only on PC i assume ! Not sure PS3 and 360 can do it ??
And for a multiplatform game i have some doubts, but perhaps it's done on PC ?

For UnlimitedDetail , it's some advanced Voxel Engine in fact :
What CPU, memory, and graphic card is necessary to run it ?
Not sure it could run on a today standard hardware ?
And like it's said, it don't work for animations, only static geometry !
A game like Bad Company 2 with destruction environnemnt features or a game using physics couldn't use it !
Instead Tesselation could run it , caus i's a process running in top of standard polygons having a texture (just rewatch the first video )!

I think tesselation will be the next step and you can run it with a DX11 card already available !

The think i see , is that tesselation seems to bring some texture deformations, on some objects like the dragon it's ok , but on stones, that's visible.Perhaps you will not pay attention during gameplay !

texture defromation of stones

okay it's not very visible also ,and it happens caus tesselation is adding polygons on a flat polygon and textures.


Last edited by ratchet; 03/13/10 19:14.
Re: Unigine (tesselation) : [Re: ratchet] #315194
03/13/10 19:23
03/13/10 19:23
Joined: Aug 2008
Posts: 133
Sweden, Stockholm
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Enduriel Offline
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Don't know how much it's used on the enviroment of AvsP game but I saw this video some time ago and it has a huge tesselation on the character: http://www.youtube.com/watch?v=dVo_5VCWIzM

Re: Unigine (tesselation) : [Re: Enduriel] #315197
03/13/10 19:46
03/13/10 19:46
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
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ratchet  Offline OP
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Because the hardware do the work, i think you have nothing to do , just put on and off , and perhaps switch amount of tesselation variable depending on distance like in Unigine.

Re: Unigine (tesselation) : [Re: ratchet] #315211
03/13/10 22:10
03/13/10 22:10
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Posts: 133
Sweden, Stockholm
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Enduriel Offline
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naah it's not that simple in dx level, but in uniengine yes because they implemented the underlying stuff. Check the DX11 samples.

If I remember right (read it somewhere) you could even go and have a piece of code that runs on the hardware that has a different pattern on the tesselation. Some sort of a shader I think.

Last edited by Enduriel; 03/13/10 22:12.

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