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Guru3D.com » News » Happy Forest Real Time Engine Tech Demo

Happy Forest Real Time Engine Tech Demo

by Hilbert Hagedoorn on: 07/06/2015 08:15 AM | source: | 14 comment(s)
Happy Forest Real Time Engine Tech Demo

I've gotta say, that looks pretty terrific alright. Check out the video after the break showcasing a Real Time Engine Tech Demo called "HAPPY FOREST"

 

 

 







« Star Wars: Battlefront - Alpha Gameplay · Happy Forest Real Time Engine Tech Demo · ASUS Preps Radeon R9 Fury STRIX with DirectCU III Cooler ? »

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Fox2232
Senior Member



Posts: 11808
Joined: 2012-07-20

#5115473 Posted on: 07/06/2015 08:21 AM
Very good reflection shader code + GI.
But question is what it runs on. DX12 Witch demo was running on 4x Titan X.
There is probably reason for DX12 demos not being downloadable.

Clawedge
Senior Member



Posts: 2599
Joined: 2006-09-02

#5115490 Posted on: 07/06/2015 08:57 AM
(near) static environments are pretty easy to render nowadays. its time a more interactive world be created. MOAR DESTRUCTION!!!!

Kaarme
Senior Member



Posts: 3405
Joined: 2013-03-10

#5115518 Posted on: 07/06/2015 10:30 AM
(near) static environments are pretty easy to render nowadays. its time a more interactive world be created. MOAR DESTRUCTION!!!!


Destruction of the environment is troublesome because it requires lots of new models (that's expensive as it requires more 3D modellers, texture artists, and development time) and possibly dividing the existing ones suitable for partial destruction. This could also demand significant engine changes (if using a door loads a new area, then what happens if the whole wall is torn down?).

Depending on the game it can also bloat save files (could be even incremental, corruption prone things) and generally make the engine more unstable when the environment can't simply be loaded the same way every time but the engine must always keep checking if something needs to be overwritten. If it's MP, the destruction must be synchronized over the network.

It would be cool, but it's easy to understand why things change so slowly.

Battlefieldprin
Senior Member



Posts: 146
Joined: 2013-08-18

#5115578 Posted on: 07/06/2015 12:19 PM
Despite the improvement in the field of multithreading in general . Game engines usually have troubles using many cores. usually games end up using less power from high end GPUs and CPUS . Most game engines avoid different cores for the same operation. In fact all programmers do to avoid hell.

Teawithgrief
Unregistered



#5115581 Posted on: 07/06/2015 12:32 PM
Like others said. It seems we are moving to a world where everyone tries to make the best looking semi-static rendered picture.

Furthermore, ive been seeing "impressive" tech demos like this for 10 years now. I still dont see any games with any of this. Maybe NOW we start getting games that look like tech demos from 10 years ago, and they run like ****, even on all the expensive hardware.

The new fad is to cover up the game in all kinds of effects and heavy motion blur and what not, so you can barely see the game world. While mantaining low resoluton and 30fps.

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