Rather than using polygons to render 3D objects,Dreams utilizes something called "signed distance field." I've read through an enormous document and watched a half-hour talk on the graphics engine and it's still difficult to break down. The results are easier to convey: It makes in-game assets far smaller, and real-time 3D modeling on the relatively underpowered PS4 a reality. It does this by sending the list of actions used to create an object, rather than the result of those actions. The character model that Ettouney built, which might run into tens or hundreds of megabytes using a traditional polygon system, apparently takes up "less than 50KB" space with the signed-distance field method. As the system is very efficient with storage requirements, it also allows for streaming and collaboration among multiple players with lower bandwidth needs.
Even tough the load times were just few seconds long, the transitions between one dream into another [green field > library > giant mouse] were done by game contacting servers and downloading level data on the fly.
This was mentioned in that latest MM twitch session.
@paniq @sjb3d it is nowe3 trailer, all splats were planar. Currently, all splats are heightfield. Incredible to see how much it shifts
I'm also curious about resolution. Since it won't have aliasing, like a rasterized game, I wonder if 1080p would be sufficient for incredibly realistic rendering.
I'm not so sure about the not having aliasing. It sure isn't rasterizing triangles, but from what I understood, their current code splats a bunch of hard pixels into a noisy gbuffer, lit with a also noisy defferred lightin system and it's all up to temporal screen space AA to clean up. In footage shown, I could spot both noise and ghosting in certain moments. Not that it bothered me, I think they did the right thing actually.
Ok, that makes sense. I was thinking more of the sawtooth pattern you see on straight edges typical to rasterized rendering at lower resolutions. Maybe I'm wrong, but I haven't noticed that type of edge crawling.
You are not wrong for edge aliasing and other aliasing are there...