Radeonator
2002-08-30, 23:11:56
Hier ein paar Shots:
http://www1.giga.de/medien/bild/fotostory/151224fotostory.jpg
http://www1.giga.de/medien/bild/fotostory/151227fotostory.jpg
Die haben heute bei GiGa games ne Beta davon gezeigt, absolut fliessend!Wieder mal die guden Russen Programmer, ich sags ja...;)
Das ganze kommt von den Codename: Outbreak machern "GSC Game World"
Hier noch ein paar Infos zur X-RAY 3d Engine:
-Levels combining closed spaces as well as enormous open areas
-Visualization optimized for hardware TnL (both FF and shading capable parts)
-Continuous level of detail technology for all the geometry
-~100 000 polygons per frame at 60 fps on average hardware
-Detailed character models (500-10 000 polys)
-Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
-High-speed blended animation system capable of up to infinity number of bone interpolation & modulation
-SSE/3Dnow! Technologies used for skinning and forward kinematics
-Vertex shaders used on shading capable hardware
-Detail objects (grass/small stones/etc)
-Portal-style, non-linear subdivision based visibility detection system
-Optimized for T&L hardware in the way of grouping primitives to large- size batches
-Greatly reduces overdraw - which is the main slowdown on even high- level video boards
-Usage of antiportals (aka Occluders) for occlusion culling
-Intelligent hardware state caching technology
-Both Direct and Radiosity lighting models
-Colored dynamic lights and dynamic "soft" shadows
-Character shadowing
-Intelligent light sources selection, clipping, merging
-Makes possible more than 50 dynamic lights per frame at reasonable FPS-es
-Ordinary stuff: flares, coronas, etc
-Intelligent shader subsystem
-Dynamically generated textures
-Reflections, chrome effects, etc.
-VR-Simulation engine optimized for massive payload
-High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
-Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
-Motion compensation scheme
-Hides many visual artifacts produced by FPS-es instability
-Particle system with real physics
Die sitzen gerade an ca.5Games...ich bin ma gespannt...
Wer mehr infos will sollte ma Googlen ;)
http://www1.giga.de/medien/bild/fotostory/151224fotostory.jpg
http://www1.giga.de/medien/bild/fotostory/151227fotostory.jpg
Die haben heute bei GiGa games ne Beta davon gezeigt, absolut fliessend!Wieder mal die guden Russen Programmer, ich sags ja...;)
Das ganze kommt von den Codename: Outbreak machern "GSC Game World"
Hier noch ein paar Infos zur X-RAY 3d Engine:
-Levels combining closed spaces as well as enormous open areas
-Visualization optimized for hardware TnL (both FF and shading capable parts)
-Continuous level of detail technology for all the geometry
-~100 000 polygons per frame at 60 fps on average hardware
-Detailed character models (500-10 000 polys)
-Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
-High-speed blended animation system capable of up to infinity number of bone interpolation & modulation
-SSE/3Dnow! Technologies used for skinning and forward kinematics
-Vertex shaders used on shading capable hardware
-Detail objects (grass/small stones/etc)
-Portal-style, non-linear subdivision based visibility detection system
-Optimized for T&L hardware in the way of grouping primitives to large- size batches
-Greatly reduces overdraw - which is the main slowdown on even high- level video boards
-Usage of antiportals (aka Occluders) for occlusion culling
-Intelligent hardware state caching technology
-Both Direct and Radiosity lighting models
-Colored dynamic lights and dynamic "soft" shadows
-Character shadowing
-Intelligent light sources selection, clipping, merging
-Makes possible more than 50 dynamic lights per frame at reasonable FPS-es
-Ordinary stuff: flares, coronas, etc
-Intelligent shader subsystem
-Dynamically generated textures
-Reflections, chrome effects, etc.
-VR-Simulation engine optimized for massive payload
-High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
-Realistic physics simulation (ballistic, motions, fluid engine, snow, rain, explosions, etc.)
-Motion compensation scheme
-Hides many visual artifacts produced by FPS-es instability
-Particle system with real physics
Die sitzen gerade an ca.5Games...ich bin ma gespannt...
Wer mehr infos will sollte ma Googlen ;)