Brigade 3.0 preview

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Rikk The Gaijin
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Location: Japan

Rikk The Gaijin
Licensed Customer
Posts: 1528
Joined: Tue Sep 20, 2011 2:28 pm
Location: Japan

As good as the still images look, I cannot see this engine being used in a real game until they get completely rid of the noise.
voon
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Wondered the same ... what is an engine useful for, that only maintains playable FPS by providing low-sampled path tracing and therefore a noise level noone is going to accept? I assume therefore that Brigade is not technology to use at the moment ... no normal gamer has an 8-GPU SLI setup at home to play a game like this :) I guess it's setting the foundations for future gaming?
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NVN
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i think otoy will say, u can play absoulte noisefree if u pay for our cloudrendering.
Like warcraft where u pay for month.
voon
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Cloudrendering in a realtime FPS game? I think you may have to rethink that :)
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Goldorak
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Brigade already supports local re-projection of the last frame(s) for Oculus type displays. This decouples the viewport latency from the rendering latency.
prehabitat
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AWESOME. I can see it.
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gabrielefx
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ok, beautiful tech demo...

now the problem is how to integrate it in Cryengine or Unreal 4

Probably it need its own game authoring software.

I would like to see this demo with thousand of trees.

regards.
quad Titan Kepler 6GB + quad Titan X Pascal 12GB + quad GTX1080 8GB + dual GTX1080Ti 11GB
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Goldorak
OctaneRender Team
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gabrielefx wrote:ok, beautiful tech demo...

now the problem is how to integrate it in Cryengine or Unreal 4

Probably it need its own game authoring software.

I would like to see this demo with thousand of trees.

regards.
Unreal 4 is much more likely first with the source being open now.
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