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Outerra Tech Demo download. Help with graphics driver issues

Author Topic: Unigine  (Read 3655 times)

Ozybolairy

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Unigine
« 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
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Diofantos

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Re: Unigine
« Reply #1 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??
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PaTrond

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Re: Unigine
« Reply #2 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

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.
« Last Edit: February 16, 2013, 04:18:53 pm by PaTrond »
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RaikoRaufoss

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Re: Unigine
« Reply #3 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
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gordo

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Re: Unigine
« Reply #4 on: February 17, 2013, 01:19:20 am »

I downloaded Unigine Valley today and played around a bit (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
« Last Edit: February 17, 2013, 01:28:28 am by gordo »
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