Voxel graphics

>Shits all over 30 years of realistic graphics tech
Nuthing personnell Unity and Unreal.
youtube.com/watch?v=6Cp9R2JBvoY

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looks like shti, zoomers need to be culled.

We have developed dozens of techniques over the years to combat aliasing and pixelated artifacts and here we have literal retards making it into an entire aesthetic of jaggies and shimmering.
People hate visible pixels so much in fact that the entire industry adopted TAA as a standard because even smearing vaseline all over the screen is preferable to having jaggies and shimmering from aliasing.
Nvidia is accelerating global warming by releasing 500W cards just so you can run your shit at 4K and not see them goddamn fucking pixels.

AND HERE WE HAVE PIXELCHADS PLAYING MINECRAFT, ROBLOX, DEEP ROCK GALACTIC AND OTHER PIXELATED AND VOXEL SHIT :D :D :D
Doesn't it just wanna make you rage? It makes me laugh uncontrollably and the fact you fags deserve it. Games are suppose to be games, not movies. Crysis 1 graphics were good enough for a realistic video game, we didn't need more.

>>Shits all over 30 years of realistic graphics tech
that doesn't look very good

Sure but shiny graphics aint everything, if at the end of the day you can't interact naturally with the world and the physics doesn't make sense and everything is just tweening between the same 3 stock animation loops, it still feels like shit. Doing a few steps back and restructuring the whole game world representation with voxels is not such a bad idea.

Aliasing looks great
Why do people hate it?

Let me guess: you need more.
youtube.com/watch?v=bab1uVohmvc

based PS1 esthetic enjoyer
>no floating point? no problem!

whats the benefit of a voxel engine other than being easier to destruct stuff? With the same hardware a normal triangle game would still looks and perform better. Maybe user generated content?

i just feel like the PS3 graphics-focus era was a disaster for gaming.

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>user generated content
i mean, it can be compressed, stored and read as chunks, be represented as simple arrays and manipulated with basic code. on the other hand, tri/quad meshes require complex math and storage techniques (serialization), but offer a greater level of detail

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In my opinion art direction > raw graphics.
its great when you can use raw graphics performance to create interesting art direction, most people can't do that though.

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what stops you from just storing a list of connect triangles? Same shit.

You could never get voxatron-ish terrain destruction that way

You don't need good graphics, you need good gameplay and story.
Everything should be wireframe.
also, get the fuck of Any Forums and back to Any Forums

>computer graphics technology is not on-topic on a technology board
go back to >>>/consoom/

yeah you are right
why the video games collapse
naw. that looks like shit. even in the fucking 80s people thought. not gonna buy anymore
now that = "meta".

this
what is the faces array? you still have to store the rest of the mesh

voxels can be triangles just fine. pixelshit is utterly retarded and a waste of resources

>pixark
>zero face optimization
>runs like shit

>some Digimon nft scam asset flip game
>looks like shit
>100MB meshes
>zero face optimization

voxels are even worse at physics and animation than polygons are

The whole fucking point of voxels is that it allows you to compress spatial data efficiently. Unreal devs basically can do all the things voxels let you do without redefining the traditional graphics pipeline. LOD compression nanite does all of that. It's literally over for voxel cucks, triangles won.

>The whole fucking point of voxels is that it allows you to compress spatial data efficiently.
That's the point of polygons

No it's not retard. Sparse voxel octrees Compress spatial data.