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New Technology From Euclideon That Could Change How Games Look For The Next Generation |

Euclideon, an Australian tech company created in 2010, is ready to show a work in progress video of their “Unlimited Detail”, a new proposal on how videogame graphics can be created in the next couple of years. Unlimited Detail is a technology which was secretly in development for many years. It enables computers to display infinite geometry at real time frame rates and has made many prominent appearances in the media, especially in magazines including New Scientist, Wired, Popular Science, Hyper, Atomic and PC Power Play amongst others.

What do you think after watching the video? Is this something real enough for it to be a part of the next round of consoles and their games or will it end up skipping a generation or maybe even not being applied at all?

  • Jay

    This kind of technology was something I had thought about a while back (a few years). And no, it’s not voxels they’re using but, instead, point cloud data, so it’s not the older tech. The new part of this technology is actually being able to render the points in real time as opposed to converting the data into a polygon model. The application for gaming has a lot of potential. Would be cool to see some animation using the tech as well, though.

  • @Jay: They’re working on it and should have something new in a couple of months.

    This tech is at least 3 years away from being applied in games and we still have the big IF since companies would have to take a different approach to games.

  • Very impressive tech even though it’s not completely done yet. It has great potential I wish the guys over at Euclideon luck in this endeavour.

  • They need it to get it up to 60 fps with animation, 4 point dynamic lighting and bump mapped atoms but it DOES show a lot of promise.

  • Jay

    from the sounds of the video, transferring from artists using polygon models to UPCD is going to be simple. That problem is going to be more along the lines of actually having immensely detailed models lol

    With that said, my question is, will this tech use software to render the data through the hardware, as in, would it be backwards compatible on hardware not specifically built for it? If it isn’t commercially available until 3 years from now, and it doesn’t have that capability, then we’ll have to wait for the generation after next. However, if it is compatible with currently available hardware, it could be seen on next generation consoles, maybe a bit after launch, though. The only drawback will likely be how much computing power the games would need.

    One awesome thing about this, though, is model destruction will be a LOT more dynamic. Battlefield 3 looks awesome now, and that’s polygon model-based destruction. Imagine what it would be like with this tech, assuming it works as they plan?

  • Good points Jay. Will monitor this and see what they post on their next update.

  • Wow the future looks bright, I better wear shades! As a artist I think this will be way cool cuz it dont seam as limited as polygons is. I remember using true space program ages ago and watching this video makes me want to get back into game design. Man its crazy how far games have come and how much they will be changing.

  • I’m impressed, looking at things like this really gets me excited about the future.

    I agree with the points Jay made and I really hope game developers all around are seeing this right now and thinking about the great possibilities for their future games.

    Great work and thank you for the post Eden.

  • On a side note: apart from the awesome geometry counts what really impressed me and actually the thing I most enjoyed about it is the fact you can have as many objects as you like at the same time!

    Because let’s be honest, nobody likes when a game slows down because there’s too much going on at the same time.

  • Smaller objects to keep track of but a huge number of said objects when accounted for. Interesting take that should make for an interesting “round 2” of games next gen.

  • Jay

    I’m hoping, if this works, GT6/7 uses the tech. Dynamic wrecks, fully rendered interiors, engines, etc? Yes, please!

  • Holy damn.

    That is all.

  • Or LBP 3!

  • wow, way cool. I’m impressed and am anxious for the next round of tech demonstrations.

  • As you guys can see in the video, they’ve started to add more shaders into the tech demo so the next video in a couple of months should really help us get an idea of what can be done.

  • The tech is promising, I had seen this exactly one year ago. They don’t seem to have added much other than a rudimentary static round shadow under the trees (probably a lot has changed under the hood, tho). They can add a lot of screen space shaders, that shouldn’t be a big issue: Once you have z-index and normal buffers, you can add a hell lot of effects with that information. But they still need to show dynamic lighting and shadows. For each shadow casting light, they need to re-project. For true AA, the cost of rendering would go linearly higher (luckily new post-process algo’s would help them). Animations are a tad bit hard to do, but they say they are working on it.

    Anyway, it is good some people are thinking outside the box, but they need to do a lot to convince the industry.

  • And it’s a huge box to think outside of…