After TomsHardware's coverage of ray tracing a little while back, they continue their overview of the rendering techniques that could replace, or at the very least, complement triangle rasterization as we know it today.
Stunlock confirmed to Wccftech PC-PS5 crossplay for V Rising is 'pretty unlikely'. They also commented on potential ports to other consoles.
The cover art for Ubisoft's Assassin's Creed Shadows has been leaked online, and it confirms that the game will feature dual protagonists.
The samurai dude is black....because of course he is. Because that makes total f***ing sense. I honestly wouldn't expect anything less from Ubisoft.
Gaming has given birth to some of the best DLCs ever made that enhance the base game significantly. Here are a few top recommendations.
John Carmack is a sexy beast........now hurry up and make doom 4 you silly rabbit, crysis needs some competition, dx11 doom 4 *drools*
No need Doom 4 to compete. Rage is enought. Crysis is all about the awesome textures and Rage Mega Texture will crush Crysis.
Halflife 1(goldsource engine, heavly modified Quake 1 engine)
Halflife 2(again modified Goldsrc engine and some copy from Unreal engines)
Cryengine(Another Heavy modification of Quake 3 engine)
Cryengine2("")
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Infinity Ward engine(Quake 3 engine modified adding HDR lighting effects and dynamic shadows)
So all company should kneel before John Carmack for his awesome work! Rage will demolish!
From what I'm understanding, Voxels literally represents the x,y,z axis in full volumetric space. However the drawback was storage space because something as simple as a single 1024 texture can take up to 4GB of RAM. They solved this by introducing "voxel octee", which by the artist can mesh and simplify incoming blocks on the 2D plane by distance and overall allow full control over the pixels drawn, which means that stuff like aliasing is a thing of the past with voxels.
However the problem is that even though voxel octee (or Voxel Ray Casting, (not tracing)) is expensive because that's alot of crunching power and man power needed to create an algorithm that can suit the artist's vision. (regardless of help from DX11's Tessellation) That and the ability to stream that many voxels while creating effective data structures that won't clog up the memory access. (again, the manpower thing).
The future is uncertain. Someone correct me if I miss something, or ****ed up somewhere.
WHERE IS KAKKOI to EXPLAIN ALL of THIS to ME!!!