Colourless said:
Nexus, you know this is off topic for this forum. This sort of stuff should be in the 'Games' forum. It's got nothing to do with "3D Technology and Hardware"
-Colourless
No, I'm not so sure about it. For me it is more "3D Technology" than game right now, in its current state. Like Humus posting his tech demos. How can I be held responsible when some talk about beer in this thread. I thought a discussion about the technology c/would emerge, because right now it doesn't hold what it states. I mean this list:
Some of the Rendering Features:
- Full 32bit rendering as default
- DVA technology for efficient, exact visibility processing
- Efficient graphics/texture compression/decompression, without any quality loss
- Multiple graphics processing pipelines, distributable over multiple processors
- Renders bezier patches, NURBS surfaces and polygons
- Supports hardware T&L for increased throughput
- Unique surface technology, blends unlimited number of textures
- High quality decal support; decals affect bumpmapping and lighting
- True bumpmapping technology, real-time calculated
- True real-time dynamic lighting, no light maps
- Full real-time Phong/Blinn and Metal shading
- Real-time calculated full quality specular highlights
- Omni, spots, directional and volumetric light-sources
- Dynamic real-time shadows, full quality, sharp or soft
- 24bit RGB true-color lighting, 48bit internal blends
- Light-DVA for fast, exact extraction of light / shadow receivers
- Fully dynamic/deformable geometry, no architectural limits
- High speed, high quality rendering of blended and skinned geometry
- Advanced particle/meta-particle rendering and blending
- Skeletal animation with constraints and expressions
- Real-time full forward/inverse kinematics
- Advanced motion blending / smoothing
- Highly sophisticated dynamics subsystems
- Full hardware accelerated rendering
sounds pretty impressive, but sadly there seem to be still much lacking (and it is supposed to be released in several months). Or do you guys with DX8 cards have bump mapping and other stuff listed above? Somehow I believe those shadows are also precalculated, not so much real time and dynamic they stated on their homepage:
http://www.termite-games.com/new_world_order/frameset.htm
Or why can't I shoot lights, or at least move objects to see dynamic shadows?