Square Enix: More to come from current gen
Where we’ll see the biggest developments are in rendering technologies - more specifically in getting to an approximation of global illumination, which models light as it behaves in the real world. “If I take a picture and after this I create the same objects in a game with the right materials, I can achieve a rendering that is very close to the picture because I'm using the physical parameters of the real world.”
Merceron, who is currently overseeing the technology behind Hitman: Absolution and Tomb Raider, was worldwide technical director at Ubisoft for nine years until in 2006 he joined SCi.
True global illumination is currently impossible in realtime on the current generation of consoles, and it’s expected to be a principal feature of games made for the next generation. But, Merceron told us, technology is moving towards physically based lighting. “We have this running on PS3 and 360 right now,” he said.
“Whether it’s going to be approximation or not, this is what we're trying to research today, to see how far we can go, how accurate we can be, how general purpose we can be,” he added.
The challenge, however, is whether the technology can combine with in-vogue environmental destruction. “It's one of the problems Geomerics [which is providing the global illumination system that is being used in DICE’s Battlefield 3] is having. The environment needs to be pretty much static, you have to define indoor and outdoor, when you open the door the light doesn’t bleed the right way.”
As such, he maintained, the appropriate technology depends on the game. “It's very important to make sure you have a solution that's adapted to what the creative guys will want to do in their games. If they are moving towards more destruction in realtime then we'll have to make sure the technique is compatible with these highly dynamic environments they want to create.”
Source: http://www.next-gen.biz/news/square-enix-more-come-current-gen
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SenoPosted:
TTG_Velocity Using atoms instead of polygons means more space used by the game. This engine would create a better lighting but the map these guys created means it uses over 512 petabytes of data. Which is obviously outrageous.
You need to stop listening to notch or w/e the **** is spreading that shit around. He doesn't have any **** idea how the program they are running works. They said themselves that it takes a **** shit ton of memory to use and thats why it didn't make sense to give it out that **** early. They are beginning to perfect it so it doesn't need anywhere near as much memory. THATS THE WHOLE **** REASON THEY CAN EVEN HAVE IT RUNNING. This is the whole reason that they suddenly 're-appeared'. And do you no tthink they exist? Look around. In Australia they were recently given over 200k-300k in order to fund their project. It's not going to take nearly as much memory as it did when they just **** thought of it and started experimenting.
also i would like to apologize ahead of time if i have any spelling errors because im still kinda drunk and couldn't be **** checking the spelling. but yeah from now on do your own research on stuff before you go on aabout how its impossible
TTG_VelocityPosted:
It is possible to see something like this, though it won't make the game any more real then it already is. Real time lighting does help create a better feel for the game, but graphics wise, it is just not going to help. Games these days are made using polygons. The other day I saw some company which is using atoms instead of the polygons which I believe is complete bull. Atoms like the one explained by a company Euclideon, is not true. Using atoms instead of polygons means more space used by the game. This engine would create a better lighting but the map these guys created means it uses over 512 petabytes of data. Which is obviously outrageous. If the switch from polygons to voxels was possible, it would revolutionize the way we game.
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