shinobi602
Member
There's a downgrade in Ryse? Looks the same, if not better to me.The only problem with this is what system was it demoed one? We've already seen visual downgrades for both Forza 5 and Ryse from their original E3 reveals...
There's a downgrade in Ryse? Looks the same, if not better to me.The only problem with this is what system was it demoed one? We've already seen visual downgrades for both Forza 5 and Ryse from their original E3 reveals...
DMM is not pre-baked. Everything is simulated.
http://www.youtube.com/watch?v=bE4k9Vmcp5g
http://www.pixelux.com/Remedy-QuantumBreak2013.html
Is this a physics Middleware to do realtime but not gameplay animations? sounds like it in the description
It'll be interesting to see how this compares to what RAD is doing with The Order.
I hope we get more of this type of destruction this gen.
I think the term pre-baked is being used to refer to different things by different people.
The mathematical finite element model for the collisions is pre-baked because generating that would take several minutes or more depending on the number of objects in the scene.
The positions of objects are calculated using the pre-baked mathematical model. It's just a formula that you put numbers into and get a result.
The graphics are in real-time, not pre-baked.
Sounds like soft body physics engine or a next gen "Euphoria" engine... both are basically the same thing.
I think the term pre-baked is being used to refer to different things by different people.
DMM is not an animation system for soft bodies. It's not Euphoria.
There's tons of material out there on DMM from Pixelux themselves about what it is & isn't - it's a way of calculating the bending & breaking of objects based on the physical properties of their materials (e.g. wood breaks like wood, steel will bend slightly etc). It's a ton of heavy math to simulate how "something" like a building should break apart with the parts behaving as they should based on their material, shape, size etc.
There are two approaches with it - dynamic at runtime, or pre-calculated in Maya etc. It looks likes Quantum Break is going the pre-calculated approach where an artist in maya uses the DMM plugin to simulate the scene they're destroying to generate realistic looking destruction animations.
DMM has come a long way since Force Unleashed used it. Heck, many of the big blockbuster movies are already using it for big destruction sequences
I'm not sure how one would be able to pre-bake the graphics when it comes to physics =P. But yeah, the event happens during the real time rendering of a game, but according to the Pixelux description, it sounds like all the major calculations are pre-calculated and then compressed to replay in real time.
I did explain in my previous post that the tech they are using is well within realtime limits.
Sounds like PR BS to me.
Just call it destruction.
Article is a bit confusing. That sounds like pre-baked stuff.
DMM is not an animation system for soft bodies. It's not Euphoria.
There's tons of material out there on DMM from Pixelux themselves about what it is & isn't - it's a way of calculating the bending & breaking of objects based on the physical properties of their materials (e.g. wood breaks like wood, steel will bend slightly etc). It's a ton of heavy math to simulate how "something" like a building should break apart with the parts behaving as they should based on their material, shape, size etc.
There are two approaches with it - dynamic at runtime, or pre-calculated in Maya etc. It looks likes Quantum Break is going the pre-calculated approach where an artist in maya uses the DMM plugin to simulate the scene they're destroying to generate realistic looking destruction animations.
DMM has come a long way since Force Unleashed used it. Heck, many of the big blockbuster movies are already using it for big destruction sequences
Ah, I thought DMM was integrated into Euphoria as a part of the engine. I guess it's just a middleware.DMM is not an animation system for soft bodies. It's not Euphoria.
There's tons of material out there on DMM from Pixelux themselves about what it is & isn't - it's a way of calculating the bending & breaking of objects based on the physical properties of their materials (e.g. wood breaks like wood, steel will bend slightly etc). It's a ton of heavy math to simulate how "something" like a building should break apart with the parts behaving as they should based on their material, shape, size etc.
There are two approaches with it - dynamic at runtime, or pre-calculated in Maya etc. It looks likes Quantum Break is going the pre-calculated approach where an artist in maya uses the DMM plugin to simulate the scene they're destroying to generate realistic looking destruction animations.
DMM has come a long way since Force Unleashed used it. Heck, many of the big blockbuster movies are already using it for big destruction sequences
Yeah, most definitely. DMM isn't "cheating" - it's doing a /ton/ of work to generate /really/ cool looking sequences. Glad it's getting used by games again - Vik & the Pixelux guys are good people.
Sounds like PR BS to me.
Just call it destruction.
Now if they add Euphoria to this and their face tech = OMG!
Dunno if DMM pre bakes anything, but the hallmark of their tech is interactivity and procedural calculations of the objects inner physics, to provide un canned deformation and destruction.
if it was real time, I don't care if it is on the GPU that much destruction would drop the frame rate of either console to 4fps or less... Everything may be dynamic, and react as materials might (which they won't, but that is another story) but it will be baked. If this tech did what most think it does Film companies would be all over it. Real time rendering of scenes would be huge in the film world... but even with huge render farms I doubt they can render real time destruction on a cinematic level.
Guys, this thread is almost a year old.
Guys, this thread is almost a year old.
Makes me wonder whatever happened to that 1886 talk of soft-body physics.