One of the techniques is not to record the final artwork, but to record the steps taken to create the artwork and recreate it at load-time. I wonder if any of the techniques from these tech demos find their way back to real products, or is it just an irrelevant hobby?But how? HOW, DAMMIT!!!
Bu but 64KB !! Includes music and the texturing and shaders and camera angles...I get that these can be included as instructions for the PC to recreate.One of the techniques is not to record the final artwork, but to record the steps taken to create the artwork and recreate it at load-time. I wonder if any of the techniques from these tech demos find their way back to real products, or is it just an irrelevant hobby?
One of the techniques is not to record the final artwork, but to record the steps taken to create the artwork and recreate it at load-time. I wonder if any of the techniques from these tech demos find their way back to real products, or is it just an irrelevant hobby?
Housemarque (was Bloodhouse + Terramarque) were originally part of the Amiga demo scene weren't they?Futuremark, creators of 3DMark was created by members of the demoscene group Future Crew (loved their demos back in the 90s). They've also made a few games.
A couple other demoscene groups eventually transitioned into game developers, but I can't remember which ones.
[edit] Just remembered that Remedy Entertainment, creators of Max Payne, Alan Wake and Quantum Break was also founded by members of multiple demoscene groups, one of which was Future Crew. [/edit]
Regards,
SB
Housemarque (was Bloodmarque + another group) were originally part of the Amiga demo scene weren't they?
Rendering of a 64 KB / 4 KB intro can be implemented with just a single full screen shader pass.But 64KB !! How? That's smaller than a notepad document.
Rendering of a 64 KB / 4 KB intro can be implemented with just a single full screen shader pass.
Example:
https://www.shadertoy.com/view/MdX3Rr
This is 5223 characters of WebGL code (with proper function and variable names). Remove all the white space + use single character names, and it will be less than 3 KB. But it is better to compile the shader to byte code (for example DirectX bytecode or SPIR-V). This way you can fit a massive shader into 64 KB. Dynamic branching allows you to write all your shaders inside a single shader (reducing the setup code amount). Branching costs some GPU performance, but who cares if you are targeting 64 KB and the demo compo computer is sporting a GTX 980 Ti or Fury X.
Most of the 4 KB / 64 KB demos are using analytical SDF (signed distance field) raytracing. You describe the scene as analytical distance field functions inside the shader, and do sphere tracing to find the intersection points (for visible rays, shadow rays, reflection rays and ambient rays). The sphere tracing code can fit in ~10 lines of HLSL. It's the scene description that takes most of the space.
Bloodhouse came from the demoscene and they turned their talents to making games with Stardust on the Amiga, progressing from there (mostly Stardust iterations!) as a game studio.Not sure about the demoscene, but they did develop games for the Amiga.
If they can get it down to 32kb Instructions and 32kb data, the entire thing would fit into a CPUs caches. Who needs GBs of RAM?!Bu but 64KB !! Includes music and the texturing and shaders and camera angles...I get that these can be included as instructions for the PC to recreate.
But 64KB !! How? That's smaller than a notepad document.
Old good times it was few megabytes..If they can get it down to 32kb Instructions and 32kb data, the entire thing would fit into a CPUs caches. Who needs GBs of RAM?!
What are the working RAM requirements like?
For this it seems to be around 140MB of main memory and 1GB of vram.you could download a 64k demo run it and find out for yourself
fermi paradox download
http://www.pouet.net/prod.php?which=67113
One of the techniques is not to record the final artwork, but to record the steps taken to create the artwork and recreate it at load-time. I wonder if any of the techniques from these tech demos find their way back to real products, or is it just an irrelevant hobby?
Massively computational I believe, this year they had a Titan black and I suspect it probably only ran smoothly with that level of performance.
Last year was totally different but high impact and quite pretty. Reminds me of an old Amiga demo, (state of the art)
Df should do a breakdown of these if the developers are willing to discuss their techniques.
Well actually it is far away from really beeing only 64kb. You have the driver, the framework (e.g. DirectX) that does much of the work you save nowadays. So you save many resources for things that are already on your system (like algorythms on your system in the drivers, or whatever the program uses).Rendering of a 64 KB / 4 KB intro can be implemented with just a single full screen shader pass.
Example:
https://www.shadertoy.com/view/MdX3Rr
This is 5223 characters of WebGL code (with proper function and variable names). Remove all the white space + use single character names, and it will be less than 3 KB. But it is better to compile the shader to byte code (for example DirectX bytecode or SPIR-V). This way you can fit a massive shader into 64 KB. Dynamic branching allows you to write all your shaders inside a single shader (reducing the setup code amount). Branching costs some GPU performance, but who cares if you are targeting 64 KB and the demo compo computer is sporting a GTX 980 Ti or Fury X.
Most of the 4 KB / 64 KB demos are using analytical SDF (signed distance field) raytracing. You describe the scene as analytical distance field functions inside the shader, and do sphere tracing to find the intersection points (for visible rays, shadow rays, reflection rays and ambient rays). The sphere tracing code can fit in ~10 lines of HLSL. It's the scene description that takes most of the space.
A miserable pile of Windows floppy disks.What the hell is a teraflop anyway?