Outerra forum

Outerra Engine => Technology => Topic started by: Ozybolairy on February 15, 2013, 07:01:47 am

Title: Unigine
Post by: Ozybolairy on February 15, 2013, 07:01:47 am
This looks pretty impressive and hopefully a look at whats to come as the outerra engine develops

http://kotaku.com/5984455/all-this-beautiful-landscape-needs-is-an-actual-rpg-to-play-it-with (http://kotaku.com/5984455/all-this-beautiful-landscape-needs-is-an-actual-rpg-to-play-it-with)
Title: Re: Unigine
Post by: Diofantos on February 15, 2013, 08:12:24 am
Lots of polygons in that video, very nice! :)

Does anybody know how many polygons Outerra is made of??
Title: Re: Unigine
Post by: PaTrond on February 15, 2013, 08:34:26 am
This looks pretty impressive and hopefully a look at whats to come as the outerra engine develops

http://kotaku.com/5984455/all-this-beautiful-landscape-needs-is-an-actual-rpg-to-play-it-with (http://kotaku.com/5984455/all-this-beautiful-landscape-needs-is-an-actual-rpg-to-play-it-with)

I think Outerra will be capable to perform similar impressions. Outerra is already using tesselation (displacement mapping) - as far as I know - which can do a hefty lot to make not only nature, but pretty much anything look nicer. Volumetric clouds, rain - perhaps fluid simulated, which new game engines seems to be appraching - and wind simulation, and you're pretty much beyond Uningine, as long as you got the content.

Does anybody know how many polygons Outerra is made of??

Depends on how much you put in the world, and how much is loaded. What a polygon is, is also relative. Some engines only support triangles, some quads, and others more than four vertexes per surface part.
Title: Re: Unigine
Post by: RaikoRaufoss on February 15, 2013, 11:20:45 pm
Unigine is very good.  I've already posted about another company's work using Unigine here: http://www.outerra.com/forum/index.php?topic=1477.0 (http://www.outerra.com/forum/index.php?topic=1477.0)
Title: Re: Unigine
Post by: gordo on February 17, 2013, 01:19:20 am
I downloaded Unigine Valley today and played around a bit (https://unigine.com/products/valley/download/ (https://unigine.com/products/valley/download/)).

Versus Outerra, Valley has a certain initial wow factor that I think boils down to these factors:

* Valley's focus on impact visuals at the expense of realism (unrealistically large sun, moon, overdone color saturation)
* camera aperture and focus distance.
* lens flares
* rain, wind, moving fog, clouds
* detailed trees with moving leaves
* random rocks added to base terrain
* more varied greenery including different grasses, flowers, bushes
* floating debris -- dust, flower petals
* sun and moon cast shadows, rays over scenery
* more refined HDR/blooming implementation

Having said that, a few areas that I think Outerra outshines Valley:
* better management of detail at a distance, better looking non-detailed trees
* Valley's rocks fade in pixel by pixel in an obvious way as you near them
* Outerra's complete detailed world from ground up to space
* Valley's overdone and unrealistic leaf/grass movement (even in zero wind)
* Valley's repetitive distant mountain textures apparent when aperture tightened and focus at infinity
* Outerra's biomes, extensibility, flightsim/gaming components, etc.
* Valley's unrealistically large stars at night