mellott124 wrote:However, people claiming its the end all of HMD's are just plain wrong. This type of hype and talk is what dooms HMDs when they come out. That's all I'm stressing. I don't mean to be hostile. I'm just giving my opinion like everyone else.
Exactly. I feel like it's an incremental leap with HMD's - a step in the right direction - but overhyping anything, in just about every case, leads to disappointment. I feel I'm going to be VERY content with the Rift though, because for years I've been itching to try any type of HMD with a wider FOV. Even though it doesn't occupy our entire FOV, ~90° is much, much better than anything I've been able to get my hands on. The lower resolution, I'm almost certain, wouldn't bother me.
zalo wrote:
On the voxel front you have Atomontage, which is a much better engine than unlimited detail in pretty much every way (add shadows, shaders, tools for converting polygons, tools for generating high resolution terrain and rocks, polygon/voxel hybridization, realtime destruction and construction, and subtract the BS claims of "infinite points")
cybereality wrote:
All the "unlimited detail" stuff is total marketing BS. If you are rendering anything on a computer is it within finale limitations: the number of pixels on the screen, the amount of physical RAM on the PC (or GPU), fill rates, bus speeds, etc. None of this stuff is even remotely "unlimited". Its all a bunch of smoke and mirrors.
EdZ wrote:
'Unlimited Detail': a scam, or somebody fobbed a basic voxel renderer and some empty promises onto some clueless guys who proceeded to embarrass themselves by trying to sell it.
The impression I had was that Unlimited Detail completely lacks on the physics/animation/dynamic lighting/particles front, but would be well suited for displaying larger, static environments with a great amount of detail. My other concern was, like you guys mentioned, their claims of "Unlimited" despite everything existing in a finite manner. Even though they're currently able to sift through/render large amounts of data, the insane amount of memory required to store any massive environments (without repeating assets every so often) seems like an unrealistic feat atm, which I suppose might be more of a problem with technology and memory limitations than specifically with their engine. But just to clarify/correct my thoughts here, seems like an Unlimited Detail + Rift combination would be great for just general fly through's of environments, not for gaming/simulations/etc. (A video which was removed shortly after it was posted - most likely to an NDA - showed a camera moving around a large, static textured environment using Euclideon's engine).
I'm somewhat familiar with Atomontage and have seen a few videos, and I do agree that it blows Unlimited Detail out of the water in just about every aspect possible, but I was under the impression that Unlimited Detail was more efficient with speed and displaying larger environments. I'll have to do a bit of reading up on both engines, but Atomontage does seem to have more potential.