Author Topic: Unlimited Detail - gaming / CGI future or vaporware?  (Read 2555 times)


But it would still have to track collisions and stuff.
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True, also it seems like every time you turned around you'd have some jitter.

True, also it seems like every time you turned around you'd have some jitter.

Yea. The system seems pretty cool, but it's not too revolutionary IMO.


The reason it's possible is that it only loads as many points as pixels on your screen. So unlike our current system, it doesn't render the entire map at once. If there's a bunch of stuff in a house that you can't see inside, you won't render that stuff, because there is simply no need to.

It's the same idea as to why nobody bothered to go past 64bit color, you can't see more colors than that for the most part.

So since you can only see as much as the pixels on your screen, why render more?
It's a brilliant idea.
A collision mesh and things that are rendered don't need to be related.

2 New videos.

A collision mesh and things that are rendered don't need to be related.
Yes. Most games use a high-polygon model and a low-polygon collision model(or box, more frequently)

Each time I see more of ti I become increasingly impressed.