Posted August 04, 2011
![ChaunceyK](https://images.gog.com/9c77330048f8d90439cf03cb135b5ae7fa96170aafbee8ff6893d7049da2a83b_forum_avatar.jpg)
ChaunceyK
https://bit.ly/2kvQ45K
Registered: Jun 2009
From United States
![Adzeth](https://images.gog.com/bcc72fa897ffaf59a5cf173d87121ec789a7005923f6fc378181ed4bd591adec_forum_avatar.jpg)
Adzeth
EagleOnPogoStick
Registered: Apr 2010
From Finland
Posted August 04, 2011
Oh man, that sounds awesome. I hope it'll work.
![Fujek](https://images.gog.com/0221ed0d453eecdf1191a2bdf52b660f4706688a3e98bf22bd7495943ec8fe47_forum_avatar.jpg)
Fujek
csmith Archnemes
Registered: Dec 2010
From Germany
Posted August 04, 2011
I really like the article and video, so thanks for pointing it out, but I have a few issues.
First of all, with the maximum stated atom count of one million per cubic inch, that would mean a minimum raw data of three million double-precision floats for the coordinates and another 4 bytes each to gain colour (~36 MB raw data) per inch³. That's quite a bit data for such a tiny amount of space, even when compression comes into play. So, to keep a realistic size for the games, you'd be forced to use far less atoms.
And I'm not fully convinced on the 'figure which points need to be rendered in real time' part, because today's graphic engines already use that technique to an extent.
But, hey, I'd be very glad to be wrong and see this in action!
First of all, with the maximum stated atom count of one million per cubic inch, that would mean a minimum raw data of three million double-precision floats for the coordinates and another 4 bytes each to gain colour (~36 MB raw data) per inch³. That's quite a bit data for such a tiny amount of space, even when compression comes into play. So, to keep a realistic size for the games, you'd be forced to use far less atoms.
And I'm not fully convinced on the 'figure which points need to be rendered in real time' part, because today's graphic engines already use that technique to an extent.
But, hey, I'd be very glad to be wrong and see this in action!
![Aliasalpha](https://images.gog.com/563e71a16e2258b17ecb7136a7f486ce1bc63bfb94a823bb868be759e59ca4e2_forum_avatar.jpg)
Aliasalpha
Once Proud
Registered: Dec 2008
From Australia
![Tulivu](https://images.gog.com/92009a8bed2e0510f1125201117e27b63313fef89c8875eaa37adcc6a593fea9_forum_avatar.jpg)
Tulivu
Surndr & Die
Registered: Nov 2010
From United States
![GamezRanker](https://images.gog.com/ab1f6af650fecda80f1feec780b0bbe54c9ae2f59a0eef7d64541cf9bec89833_forum_avatar.jpg)
GamezRanker
Disagreement Verboten!
Registered: Sep 2010
From United States
Posted August 04, 2011
I wonder how many supercomputers we'll need to run it?
![lugum](https://images.gog.com/96d16c52dc04b8be6cf6c2d67a112d7a34af8fb02c920d3a68299e5659e10e3b_forum_avatar.jpg)
lugum
Theodore Bonkers
Registered: Mar 2011
From Netherlands
Posted August 04, 2011
Post edited August 04, 2011 by lugum
![KingofGnG](https://images.gog.com/5aafc060e36623c478cb3888bc4d1bff3e06fd73079fedb421d4f042eab335c3_forum_avatar.jpg)
KingofGnG
I hunt Ghouls
Registered: Sep 2008
From Italy
Posted August 04, 2011
Yeah yeah, wake me up when entirely voxel-made games will be there for real. I fear I will have to sleep a loooong sleep...
Post edited August 04, 2011 by KingofGnG
![Smannesman](https://images.gog.com/35d67bb2f67b4f424c4d86e79c895a66f6dead6d9d3b5b918dfee515ca9cf227_forum_avatar.jpg)
Smannesman
4-bit classic
Registered: Oct 2010
From Netherlands
Posted August 04, 2011
![avatar](/upload/avatars/2008/10/1223594776263_t.jpg)
![AndrewC](https://images.gog.com/8598e08ce378bd85f7b2f7b208fc23b9cbf9da93f1795a1f8a7148094bd98068_forum_avatar.jpg)
AndrewC
Code Ninja
Registered: Sep 2008
From Romania
Posted August 04, 2011
Yeah, so he's talking about voxels, big news. They're fine as long as you don't have a problem with repetitive landscape/scenery, no antialiasing and crap to impossible animation.
![Vestin](https://images.gog.com/fb66d42d73da65530f06b2ec1b36772647eced088c8ecf780015fba2a76b789f_forum_avatar.jpg)
Vestin
only_droid@town
Registered: Sep 2008
From Poland
![Aningan](https://images.gog.com/b06116f94c573ba5753e3aae6a816e18d8797e501c9d3ef6144ca3525f0488b4_forum_avatar.jpg)
Aningan
YNWA
Registered: Dec 2010
From Western Sahara
Posted August 04, 2011
Can't wait to see where there leads us.
![Tulivu](https://images.gog.com/92009a8bed2e0510f1125201117e27b63313fef89c8875eaa37adcc6a593fea9_forum_avatar.jpg)
Tulivu
Surndr & Die
Registered: Nov 2010
From United States
Posted August 04, 2011
![KingofGnG](https://images.gog.com/5aafc060e36623c478cb3888bc4d1bff3e06fd73079fedb421d4f042eab335c3_forum_avatar.jpg)
KingofGnG
I hunt Ghouls
Registered: Sep 2008
From Italy
Posted August 04, 2011
I said games, not shits made of pixels....
![Elenarie](https://images.gog.com/3778a78fe33b5782166e184ef1250dae9b86cb067941e07f668358bff8f1eed4_forum_avatar.jpg)
Elenarie
@tweetelenarie
Registered: Sep 2008
From Sweden
Posted August 04, 2011
We need to reach our human limits with polygons first... Like all games to be rendered at 120fps.
Then we can keep the 120 fpses and improve the tech by switching from polygons to voxels.
Then we can keep the 120 fpses and improve the tech by switching from polygons to voxels.