cuccoscratch.com
May 22, 2012, 04:43:37 pm *
Welcome, Guest. Please login or register.

Login with username, password and session length
 
   Home   Help Search Login Register  
Pages: [1]   Go Down
  Print  
Author Topic: "Procedural textures"...hmm...You guys need to see this. Now. ^_^  (Read 518 times)
0 Members and 1 Guest are viewing this topic.
muhb4
Pullet
*
Offline Offline

Posts: 84



View Profile
« on: June 05, 2008, 03:11:25 am »

( Especially you, Tyler! )

First, before I bore you with my excited (not to mention geeky) ranting...have a look at the following pretty pictures:





Have I got your attention? Good!

Now have a look at these.
http://www.farbrausch.com/index.php
http://theprodukkt.com/debris


Basically, .debris is a real-time graphical demo, sort of like a music video, showing off a still fairly young (okay, maybe not "young", but under appreciated and under utilized...) graphics engine technology: Procedural textures, the ability to generate textures on the fly, using the computer's central processing unit, before storing the results in memory, and then sending the texturized models to the graphics card, or so I understand...

This technology allows for insanely small executable sizes (the entire ".debris" tech-demo is a mere 177kb), since multiple versions of the same texture, in different qualities and sizes, is no longer a requirement of a game developer in order to give end users quality options in your game.  For that matter, from what I understand, not even ONE TEXTURE needs to be stored in some kind of graphical format as a resource inside the executable...instead, it seems as though the executable contains some kind of central compiler, which uses a mathematical algorithm, along with mathematical instructions, that allow it to regenerate every texture that is to appear in the game as it needs them, "on the fly", in memory, using the CPU.  It's a rather simple concept, actually, yet a truly powerful technology...  The only possible "problem" I can see that might arise from using this kind of technology, could be slightly increased loading times for some games...but in the coming years, as 3.0 GHz processors, dual-core processors, and even quad-core processors become more and more commonplace, among more than just the overclocking, hard-core PC gamer, this "problem" might very well cease to exist before it even arises.

Okay, enough of my blabbing, download this thing and try it for yourself: http://theprodukkt.com/debris#59 

The system requirements, as outlined in the readme file, are these:

system requirements:
--------------------

- minimum:
  * p4 2ghz or athlon 2000+ (with sse)
  * 512mb ram
  * ps2.0 capable graphics card with 128mb vram
  * directx 9.0c
 
- recommended:
  * core2duo or athlon x2 with >=2.4ghz
  * 1024mb ram
  * geforce 7600/radeon x1600 or better with 256mb vram

If you don't have a very powerful computer, or if you're just not using windows (*nods at Coug* ), then you can check out a captured/youtubed version of the video HERE.




So, what do you guys think?

Just imagine the possibilities, more game content on each [insert preferred game console here] disc...smaller file sizes could allow for more sound effects, music, voice acting, 3D models, model animations, levels, cut scenes, overall gameplay, etc. etc. etc., to be packed onto each disc...and all of this without the need to use a larger (and therefore more expensive) media for games, such as Blu-ray.

I'm personally very excited about this kind of technology... I wonder why more developers don't use it?  Perhaps at the current point in time, most developers consider it to be just a little too resource demanding for it to be of maximum benefit?  Oh well, I for one hope that in coming years, that will no longer be the case. 
Logged
ClassicTyler
Big Dreamer
Piplup
*
Offline Offline

Posts: 858


View Profile
« Reply #1 on: June 05, 2008, 03:14:51 am »

I didn't understand a word you said. D:
lol Joking.

I'll try it. Seems very interesting.
Logged
ClassicTyler
Big Dreamer
Piplup
*
Offline Offline

Posts: 858


View Profile
« Reply #2 on: June 05, 2008, 03:22:48 am »

I tried it out...but it doesn't work on my computer.
I always get an error message.
Logged
MAGNUS-8M
Piplup
****
Offline Offline

Posts: 831


Damaged, Deactivated


View Profile WWW
« Reply #3 on: June 05, 2008, 08:09:49 pm »

Well, I have to say that was freaking awesome.... except that it ate my computer to crap.

( Mine is:
  P4~2.8GHz
  1256~ish RAM
  128vRAM (mobile/integrated, ATi) )

It was a little choppy on my end at 16:9 1280x768(although I think adding 16:9 'doubled up' the resolution, because it was excessively-widescreened, and returning to the desktop, my desktop was "excessively-widescreened' as well...I should have just kept it at 4:3 and used 1280x768 or even 1440x900(my current (widescreen) resolution).  I'd say I was running at about 15~19fps, choppy, but it never stopped outright or anything.

But coming back out, my computer has been excessively slow, and has to re-render every webpage I had up in tabs, even 15 minutes after having closed it, and the program "Program Errored" after it finished exiting.


Even still, that was absolutely awesome.  It's crazy to think that all of it was running on MY computer...I recently tried to do run the DiRT and GRiD demos and the last Sega Rally Revolution demo, but they wouldn't even START on my machine.  This was fantastic at just 177kb, although like I mentioned the effects afterward were pretty irritating.  I'm sure with a more up to speed machine it'd be able to eat that stuff easy.

Anyway, cool stuff, if I had any ability to make my own game and it was efficient enough, I'd definately use it.  But I can't really model worth crap right now anyway, and to script all of that kind of action...whew.  No chance. :p
Logged

Sakebassz
Chocobo
*
Offline Offline

Posts: 407


Who's my tasty little man? YOU ARE! U NO U R!


View Profile
« Reply #4 on: June 06, 2008, 02:58:52 am »

Too scared to do anything related to textures on particles. Tried it once, computer crashed and fried my USB cords.

Oh yeah, Autodesk 9 sucks ball sacks. And I'll try this demo...
Logged

Pages: [1]   Go Up
  Print  
 
Jump to:  

© 2007-2011 cuccoscratch.com and their respective authors. All rights reserved.
Hosted by Bluespider Technical Solutions