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Vue F.A.Q (Last Updated: 2024 Nov 30 5:12 am)



Subject: Wish Vue could "Cry"


checkthegate ( ) posted Tue, 24 June 2008 at 9:36 AM · edited Sat, 30 November 2024 at 10:51 PM

This is the "Cry" engine....with alot of chracteristics of enviroment design....IN REAL TIME....[

http://www.youtube.com/watch?v=wDLTRXV1KHM](http://www.youtube.com/watch?v=wDLTRXV1KHM)

maybe this is what Vue could be like in 3-4 years


Trepz ( ) posted Tue, 24 June 2008 at 9:43 AM

vue does FAR superior animations, and it is going in the right direction. I have played with the sandbox, and when you sit still it doesent look all that great. massive tyling ect. its all the same...

"Many are willing to suffer for their art. Few are willing to learn to draw."


checkthegate ( ) posted Tue, 24 June 2008 at 9:44 AM

so its all hype yet again from the game market?

I liked that island they demoed...


Trepz ( ) posted Tue, 24 June 2008 at 10:02 AM

it is Hype. NOTHING can render infinately unlimited non tiled textures and terrains.It just isnt possible, nor do i think it will ever be. It is a damn fine engine, dont get me wrong, but perfect ? Movie quality ? far from it. I think Vue is a stunning piece of machinery, but it has its flaws..and shame is there flaws are easily fixable and VERY out dated, but still there. I think gaming is still a long way off fromTRUE real world graphics, but Crytek is doing a great job with there engine, as it is beautfiul indeed.

"Many are willing to suffer for their art. Few are willing to learn to draw."


alexcoppo ( ) posted Tue, 24 June 2008 at 2:47 PM

I don't think it is hype. Everybody's considers CryEngine 2 spectacular. B.T.W., there is a comment at the youtube url which says that you have to shell out 10,000$ to get it and 2,000$ per year license. Being one order of magnitude more expensive than Vue infinite it HAS to be great.

Just as another example, have a look at CityEngine (http://www.procedural.com/) and compare it to what you can do with Vue ecosystems. I read that the the price tag should be about 7,000$ range.

As a last comment, Intel demoed real time raytracing on their high end chips so I think it is not incredible that in 5/10 years time we will not be rendering images, but creating and exploring virtual worlds.

Bye!!!

GIMP 2.7.4, Inkscape 0.48, Genetica 3.6 Basic, FilterForge 3 Professional, Blender 2.61, SketchUp 8, PoserPro 2012, Vue 10 Infinite, World Machine 2.3, GeoControl 2


offrench ( ) posted Tue, 24 June 2008 at 4:01 PM

I think the most stunning aspect of the demo is the ease with which they move around, add elements, update the scene in real time, with animated elements, full shading and shadows. If Vue only had half of this ease of use, it would be a real joy to edit a scene. Instead, we have scene previews that are constantly flickering, disappearing objects and badly managed levels of detail.


Fantasy pictures, free 3d models, 3d tutorials and seamless textures on Virtual Lands.


Dale B ( ) posted Tue, 24 June 2008 at 4:28 PM

Considering that they still haven't figured out actual multiple core multithreading across the board, I'm not holding my breath. The Cry engine takes advantage of precanned shader tricks on the latest GPU cards; it renders -game- environments very well indeed. But a game engine is optimized for taking advantage of GPU's and the human eyes ability to miss the forest for all the pretty trees. Take a single frame (not a capture, a for honest single animation frame), and you can see the tiling, the texture conditioning, areas where the 'light' is just ambient trickery because actual raytracing would choke even an ubergig GPU with oodles and kaboodles of DDR43 GodRAM on card because the number of raybounces exceeds even 128 bit oncard addressing. Get a DX-8 video card, one that doesn't know a shader from a shitcan, and assuming the demo even works, then you will get an idea of what the videeo card is actually manipulating. Once you have that, then you have an idea of exactly what kind of shader programming you will have to engineer yourself to use that game engine as a rendering application. And you will have to do some of that programming -every time- you change the setting, the figures, etc. Hopefully they will find the issues that are bedeviling Vue atm; I find that a lot more likely than some game engine being good enough for commercial production rendering....


checkthegate ( ) posted Tue, 24 June 2008 at 10:53 PM · edited Tue, 24 June 2008 at 10:55 PM

I guess what I liked.......is the easy you moved around in cry as opposed to Vue.....how sweet it would be to naviagte and draw on a Vue scene like your were in a cry engine.....instead looking at that mini preview window!.....

Then click render with a real render.....

I have worked in games and movies....and realtime renders are getting close....with realtime GI and displacement....but i wouldnt see anything for atleast 5 years........(unless wavelets are used)

resolution will always be an issue......love all the comments from hopefulls and the cynics (you are both correct in a way)


Trepz ( ) posted Tue, 24 June 2008 at 11:18 PM

Yes, that would be great to be able to move around in Vue space in realtime. But as I said, it just isnt poossible in todays world, and wont be for years to come..thisa is of course opinion, vbut i think theres just far to many polygins for any cpu to crunch. nothing in the Cry Engine has that 60-70,000 polygons...and thats only ONE Vue tree.

"Many are willing to suffer for their art. Few are willing to learn to draw."


ShawnDriscoll ( ) posted Wed, 25 June 2008 at 2:48 AM

Vue rendering and game rendering are two different things.

Vue renders its look of a real world as best as it can by simulating the behaviour of photons via really fast CPU's.

Game engines render their look of a real world as best as they can by simulating Vue renders via graphics chips with lots of video RAM.

I'm sure at some point game engine renders will surpass photon/pixel renders.  It's all about the video RAM.  32GB video RAM will be cheap one day.

Programs like Vue will go down in price since they'll render slower (especially on the HD screens everyone will have).

Game engines will be HD friendly.  The trouble spot comes when a typical user wants to add their own content to the game engine.  It has to be modeled first and then converted into game format.  A texture has to made for it too or painted on while in the game engine with a texture already available.  Each game engine will have its own file formats and scripts.  Otherwise, people will get bored of the content included that can't be edited or added to.

Programs like Vue will still be limited only by the artist.  While game engines will limit the artist who can't program.

www.youtube.com/user/ShawnDriscollCG


Xpleet ( ) posted Wed, 25 June 2008 at 5:43 PM · edited Wed, 25 June 2008 at 5:46 PM

Don't become hyped by the promotion of this game, that programs ppl into thinking of better graphics than the game actually has.

Actually the graphics aren't that great, but the engine has many nice features that remind of a render engine such as fog, haze. So yes, big potential...Crysis graphics? Not so much.

HP has released an inofficial "ULTRA HIGH" (i advised him that term lol) config, which boosts the sun-shadows to a new level, and it also changes things like HDR to a cinematic level.

It's pretty nice to just build your island in the realtime sandbox editor and walk/drive around in it. Animations are fairly easy afaik but I haven't done.

And you can make terrains and their erosions on yourself in realtime too.


impish ( ) posted Wed, 25 June 2008 at 6:44 PM

By the time a game engine can do in real time what software like Vue does when it does a render with all the bells and whistles turned on software like Vue will be doing stuff that can't be done in real time.  Over time the underlying models and the simulations get better.  Cheats, work arounds, specialist hardware and every other trick in the book get brought into play.  Also over time the power available to do all the maths increases.  However the simulations we are using today are still just that and one of the reasons we see some of the issues users have when they push parameters to the extreme is that at the edges of the simulation they don't work like the real world does...

In the end the only 100% accurate, real time simulation of a real world scene is to build the scene at 1 to 1 scale in the real world and look at it.

impworks | vue news blog | twitter | pinterest


silverblade33 ( ) posted Thu, 26 June 2008 at 3:07 PM

20 yesrs ago I had an AMiga 500 as my first computer. I sitll have simple faces, printe don dor matrix, I did for D&D characters using Deluxe Paint IV. ALso did simple pics of the "death Star trench run", and an animation like the "Predator" sequence in thermal colours.

I was interested in 3d art but it took DAYS to render a simple frikking tea cup.

Now I use Vue6 Infinite....20 years....short bloody time span, so do not say "NEVER", lol..

Knowing how fast CPU and other tech increases, 100 years from now, we'll have Vue 56, doing real time renders of continent sized areas, with plug-in AI for objects/creatures in it.
No sh*t.

Holographic CPUs and storage...3D CPUs (that is, CPUs who arrayed in 3D lattice, not simple 2D, vastly increasing power)...etc.

100 years form now, folk won't waste their lives watching the drivel of soap operas, they'll be MAKING their own action flicks, dramas, games or whatever the hell they want:

**PCUINRP
**Personally Created User Input Network Role Play

"I'd rather be a Fool who believes in Dragons, Than a King who believes in Nothing!" www.silverblades-suitcase.com
Free tutorials, Vue & Bryce materials, Bryce Skies, models, D&D items, stories.
Tutorials on Poser imports to Vue/Bryce, Postwork, Vue rendering/lighting, etc etc!


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