Re: [mmox] Cryengine 2 screenshots from Extropia

"Meadhbh Hamrick (Infinity)" <> Mon, 13 April 2009 17:17 UTC

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Subject: Re: [mmox] Cryengine 2 screenshots from Extropia
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oooh.. john bates is gonna hate me for saying this... but...

fwiw... i think we're all (all of us who make virtual worlds) in an  
era where photorealistic rendering is more or less cheap and readily  
assessable. the thing i noticed when following john in world was that  
virtually _all_ the plants looked identical. we sometimes get the same  
effect in second life when you build an area with a limited number of  
"stock" shapes / textures. in SL, there's a tradeoff between texture  
load time and visual diversity. on one hand you could have every  
virtual object have it's own shape / prim, and every prim have it's  
own texture. this would enhance visual diversity. but it would  
probably be dog slow to load and who knows... you might even make low- 
end systems with not quite enough texture memory barf. on the other,  
you could have a set of stock shapes / texture and reuse them. this  
would load quicker, but it would be a challenge to make it visually  
appealing. i don't know that it would be impossible, only that it  
would be difficult. and... different people have a different idea for  
what "visually appealing" means to them.

so... i finally saw a blue mars demo at GDC. it looked a bit less well  
rendered than either entropia / cryengine or second life / windlight,  
and ACK! the jerkiness! but... it definitely WAS visually diverse. my  
ideal world would be the blue mars designers working on user generated  
content for second life residents in a system rendered with either  
windlight or cryengine enabled clients.

and if we do things right here... who knows... maybe something like  
that would happen.

On Apr 13, 2009, at 6:54 AM, William George wrote:

> Shows what a more advanced environment engine can provide. Anyone  
> seen any from Blue Mars?
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