Dreams : create, share & play [PS4, PS5]

That Twitch stream session was amazing!

Editor is at 45:20, sculpting tool is at 55:20.

It will be very interesting to see not only projects created from inside this game, but also UE4/Unity games that will use the assets created inside of Dreams.
 
Looks cool. Interesting how immune the engine to creativity abuse, i.e. when it starts to crawl if I add for example a lot of trees.
 
This sound like reason enough for other devs to try their hands with software based rendering.

http://www.engadget.com/2015/10/30/dreams-ps4-paris-games-week/
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.
 
Exporting assets to Unity and 3D printing seems very interesting, i don't know if i'll experiment with that but i am very curious to see what people end up with using Dreams.
 
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.

With the assets being so small & easy to share I can see Dreams becoming Web PS4.0. you might see companies making dreams to advertise their products.
 
I'm interested in how this game will be adapted into VR experience. Editor and sculpting can easily be ported, but the dream sequences themselves could be tougher [since they can use any genre/camera/movement/geometry density [VR needs to hit 60fps, HDTV gameplay does not]]. Maybe they could create a toggle for marking Dreams as "VR compatible" so that VR users can get a separate filtered playlist of levels.
 
https://mobile.twitter.com/paniq/status/660433105078067201

Very interesting twitter conversation with Alex Evans

Due to a bug they disabled "displacement everywhere " for E3 demo it is back now.

@paniq @sjb3d it is now
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e3 trailer, all splats were planar. Currently, all splats are heightfield. Incredible to see how much it shifts

The livestream of 23 October Alex Evans tells they succeed to gain 30 ms of rendering time probably under 30 fps. I think it is useful for VR too and before the engine was probably nowhere near 60 fps but they have some hard work to do...

@SQUOBB @paniq @sjb3d at 60, but it's hard to stay at 60 at the mo. We are targeting 30.It's our biggest tech hurdle for vr, like everyone:)

Alex Evans think all the Simon Brown improvement to the engine are worthy of an entire SIGGRAPH presentation.

He said to they have a pretty good fined grain occlusion culling process.
 
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It is interesting than they use perfect LOD of the rendering engine to do different size of the same object in the creation mode.


And I like the clever utilization of this feature of the engine to improve a tree creating a branch which is the same tree at a different size...

Another advantage is no pop in during a play session or watching a movie created in Dreams.
 
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The game really does look beautiful. It's going to be great to see where this method of rendering ends up five years from now. 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.

The creation tools look very good. It's cool, and smart, to allow assets that are created to be exported for other tools like Unity, or 3D printing. It would be really interesting if they could go the other way, importing objects for 3ds Max or something like that.
 
Hmm, so they are indeed working on a 60fps mode and VR. Good.

I really wish for htem to create separate VR-friendly playlists. I don't want to switch from VR friendly dream to a vomit-inducing nightmare.
 
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.
 
Yeah, they kept repeating 'let the temporal AA clean it up!' in the Siggraph presentation. That may be a major problem in VR if they can't control IQ. But then a good post AA should work well for Dreams.
 
And they use shadow maps with all the artefact. The refinement renderer not possible to implement on PS4 not powerful enough have some of the advantage of splat rendering prefiltered LOD and AA and did not use shadow maps...
 
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.
 
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...
 
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