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.
Re: Brigade 3.0 preview
Posted: Sat Mar 29, 2014 8:58 am
by voon
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?
Re: Brigade 3.0 preview
Posted: Sat Mar 29, 2014 9:42 am
by NVN
i think otoy will say, u can play absoulte noisefree if u pay for our cloudrendering.
Like warcraft where u pay for month.
Re: Brigade 3.0 preview
Posted: Sat Mar 29, 2014 10:02 am
by voon
Cloudrendering in a realtime FPS game? I think you may have to rethink that
Re: Brigade 3.0 preview
Posted: Sat Mar 29, 2014 9:43 pm
by Goldorak
Brigade already supports local re-projection of the last frame(s) for Oculus type displays. This decouples the viewport latency from the rendering latency.
Re: Brigade 3.0 preview
Posted: Sun Mar 30, 2014 6:33 am
by prehabitat
AWESOME. I can see it.
Re: Brigade 3.0 preview
Posted: Sun Mar 30, 2014 8:00 am
by gabrielefx
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.
Re: Brigade 3.0 preview
Posted: Sun Mar 30, 2014 1:22 pm
by Goldorak
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.