Page 28 of 37 FirstFirst ... 18 26 27 28 29 30 ... LastLast
Results 271 to 280 of 368

Thread: The Xbone

  1. #271
    Neanderthal Dwood's Avatar
    Join Date
    Sep 2008
    Location
    Wouldn't u like to know?
    Posts
    4,189

    Re: The Xbone

    Quote Originally Posted by Warsaw View Post
    So this here is pretty neat. Distributed lighting between server and client via the internet. And it uses, wait for it, voxels! This is basically lighting by numbers. Who called it? I called it. Go to hell.

    Unfortunately for Xbone, it's running AMD hardware.
    must spread rep.
    I'm using this as my sig quote from now on.
    Reply With Quote

  2. #272
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: The Xbone

    Quote Originally Posted by Warsaw View Post
    So this here is pretty neat. Distributed lighting between server and client via the internet. And it uses, wait for it, voxels! This is basically lighting by numbers. Who called it? I called it. Go to hell.

    Unfortunately for Xbone, it's running AMD hardware.
    I don't think anybody said it couldn't be done, just that it probably wasn't feasible at this point. With a quick glance at the paper (I'll read it all when I have time), this technique still makes you pay for the latency (hello real-time) and a very hefty bandwidth toll that'd make online games unplayable on most connections.
    Reply With Quote

  3. #273
    The Silent Photographer Zeph's Avatar
    Join Date
    Sep 2006
    Posts
    4,887

    Re: The Xbone

    Quote Originally Posted by Warsaw View Post
    So this here is pretty neat. Distributed lighting between server and client via the internet. And it uses, wait for it, voxels! This is basically lighting by numbers. Who called it? I called it. Go to hell.

    Unfortunately for Xbone, it's running AMD hardware.
    Fuck off. You not see that last part of the video or something?
    Latency was the reason I said was why you don't render the simulation with data not from the client.
    The moment you tie dynamic lighting into something players control is the moment that 100ms latency becomes input lag and you know damn well how much gamers despise input lag.

    This has its uses in the LAN, but that's it. On a regular networked game, the latent lighting from a flashlight means you see a player come around the corner before his lighting catches up with him and you can not see around the corner until your flashlight catches up with you.
    Reply With Quote

  4. #274
    Posts, posts EVERYWHERE! Warsaw's Avatar
    Join Date
    May 2007
    Location
    State of Pandemonium
    Posts
    8,656

    Re: The Xbone

    Except it looked pretty good even at those very high latencies, even with the jumpy light. That's what compensatory algorithms can do for you. And how many gamers play with 500-1000 ms latency rates? Anybody serious enough to care about that little bit of lag is not going to be playing on such an awful connection. Not only that, but the direct lighting isn't what this is really about, it's the diffuse. As in, the stuff that's going to actually use up the local resources at a greater rate when it tries to model where the photons are scattering to instead of simply being told where they are and then mapping it. Finally, this doesn't necessarily have to be tied to a player-controlled item, it can be environmental. The goal is offloading some of the work, not making everything controlled remotely.

    So get real, you are pulling it out of context and seem to have a narrow idea of what this stuff can and will be used for. You said it wasn't workable and Nvidia just demonstrated that it is.
    Reply With Quote

  5. #275
    The Silent Photographer Zeph's Avatar
    Join Date
    Sep 2006
    Posts
    4,887

    Re: The Xbone

    Oh yeah, I'm definitely out of context with a narrow idea of what it can be used for even though I've said it's perfectly fine in a LAN setting where latency is low/non-existant while disastrous for interactive things like games where lag is incredibly noticeable.

    You're posting in a FUCKING XBOXONE THREAD about something that would be a disaster if implemented on something the console was using while saying I have no clue what I'm talking about. You've admitted that you have no programming experience on this. Not like I've actually coded things reliant on serialization for games or anything oh wai.....


    You're worse than 9mm ever was. He even admitted to never reading things he talks about and you haven't gotten there yet.



    If you actually did read what you brag about you'd know that this can indeed work with the xbone. Their goal was to see if the hardware environment could support such a thing and it did. However, they've stated that latency is indeed the weak point in the system and they don't expect it should be implemented for anything beyond a few network hops. Do I really need to go over how many hops are likely to take place along the player's home, local ISP, high tier host, the XBL datacenter, and then the compute farm itself?

    Seriously, the whole research project just confirmed that the hardware today has enough bandwidth to be a light farm for 50 or so local clients and remain competitive in quality you'd expect for higher-end PC hardware. This is something that would push light from your PC to your nVidia Shield.
    Reply With Quote

  6. #276
    Senior Member Btcc22's Avatar
    Join Date
    Sep 2012
    Posts
    567

    Re: The Xbone

    Quote Originally Posted by Warsaw View Post
    And how many gamers play with 500-1000 ms latency rates?
    Quite a lot if they try this out with the current state of Internet speeds in most of the world. What you saw in that video was using up to 43Mbps.
    Reply With Quote

  7. #277
    Senior Member
    Join Date
    Nov 2007
    Posts
    2,576

    Re: The Xbone

    I don't see why this is great. Your streaming a crticial part of the engine from a serverbox over a internet connection, just for ligthing. What good possible uses would this have? Maybe some clearer, sharper graphics, but is that really neccessary nowadays? You're getting latency just for maybe a slightly noticable difference if it was all being done local.
    Reply With Quote

  8. #278

    Re: The Xbone

    Quote Originally Posted by Warsaw View Post
    So this here is pretty neat. Distributed lighting between server and client via the internet. And it uses, wait for it, voxels! This is basically lighting by numbers. Who called it? I called it. Go to hell.

    Unfortunately for Xbone, it's running AMD hardware.
    except unreal has been using voxel based lighting ever since lightmass.
    it's how all dynamic meshes are lit.
    Last edited by neuro; August 1st, 2013 at 03:37 AM.
    Reply With Quote

  9. #279
    The Silent Photographer Zeph's Avatar
    Join Date
    Sep 2006
    Posts
    4,887

    Re: The Xbone

    http://www.youtube.com/watch?v=lbrmAsxJPv4

    Stupidest idea ever putting a native wireless receiver on the console.
    BRB, going to an MLG LAN and haxxoring the consoles in the middle of matches.
    Reply With Quote

  10. #280
    [as seen on adultswim] CabooseJr's Avatar
    Join Date
    Oct 2006
    Location
    Pittsburgh, PA
    Posts
    672

    Re: The Xbone

    It comes with a sticker, so it's clearly the better console.
    Reply With Quote

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •