Nextgen Space MMO Game - Procedural Galaxy with Billions of Stars - Seamless Planet Landing - Twitch Based, Skill Centered Gameplay - Own Ships, Buildings, Cities, Space Stations, and Even Planets - Sandbox Style Gameplay. You Decide How You Play, Not a Class System.

Report article RSS Feed Infinity: Eyecandy screenshots update!

InfinityAdmin has A journal update dedicated to eye-candy screenshots! With regards to the screenshots: Don't hold your breath: the final game should look even better. Mostly missing are the fresnel reflections of the environment and some ambient occlusion ( local, smooth shadows ). The technical

Posted by koshime on Sep 27th, 2006

InfinityAdmin has A journal update dedicated to eye-candy screenshots!

With regards to the screenshots:
Don't hold your breath: the final game should look even better. Mostly missing are the fresnel reflections of the environment and some ambient occlusion ( local, smooth shadows ).

Infinity67 Infinity66

The technical bit:
The framerate is abysmal. As mentioned in previous updates, GPUs do not support HDRI + FP16, and the RGBE code path does nott support shadows yet. In order to make a "best quality" possible, reuse of the old fp16 code has been utilized, so antialiasing is done by supersampling a x4 times bigger buffer, ie. render to a 2048x1536 texture. The bottleneck is mostly in the shaders; with the framerate at 10-15 fps range on the ATI; whereas on the NVidia card ( 7800 GT ), the rate is improved (around 40-45 fps), but still not very good for a single ship.

The model:
The ship is around 100K triangles and was modeled by Supernova. All i can say is, it's an incredible work. Perfect modeling, no smoothing problems, no mesh errors, and an insane quality/balance of details.

Model 2:
A large carrier - the galactos is also rendered using basic generic textures

Infinity71 Infinity70

For comparison:
The Flamberge dreadnaught (super massive battleship) compared to the a large galactos carrieris put side by side using generic textures, and is very small in comparison

Infinity69 Infinity68
Post comment Comments
Wraiyth
Wraiyth Sep 27 2006, 10:30pm says:

Very very nice, everything about this game is impressive. I think its about time I started to keep a decent eye on it :)

+1 vote     reply to comment
Betelgeuze
Betelgeuze Sep 27 2006, 2:26pm says:

its already in-game and runs on todays computers. Just wait and see!

+1 vote     reply to comment
sickre
sickre Sep 27 2006, 12:02pm says:

Shaping up to be the best game ever, imo.

+1 vote     reply to comment
DrZais
DrZais Sep 27 2006, 12:47pm says:

I think the only suitable word at a time like this is wow........

+1 vote     reply to comment
scratch
scratch Sep 27 2006, 7:45am says:

And btw, and i'm seriously concerned about the performance you're aiming at. If the whole world of infinity will be this detailed, the game will be almost unplayable in dense sectors. It really looks good, but in the end you can't scale down models, only textures. And this will become ugly. What do you intend to do?

+1 vote     reply to comment
scratch
scratch Sep 27 2006, 7:27am says:

Wow, congratulations for this nice model. But i think the number of thrusters is a bit overdone, or will this ship fly at an according speed?

+1 vote     reply to comment
TKAzA Staff
TKAzA Sep 27 2006, 7:40am says:

MY GOD!!!

+2 votes   reply to comment
Betelgeuze
Betelgeuze Sep 27 2006, 7:55am says:

Scratch trust me, we know what we are doing ;)
Also remember this is a next-gen game that will be released in 2 or maybe 3 years. It still has to look good at the release.

+1 vote     reply to comment
Jyffeh
Jyffeh Sep 27 2006, 8:45am says:

The best looking standalone on Moddb

+1 vote     reply to comment
Dr.Zoidberg
Dr.Zoidberg Sep 27 2006, 10:03am says:

best looking on Moddb :P

and you can scale down models with something called L.O.D.

but it wont really scale down so you can see it

it scales down when its further away.

so if im close to the ship i see it in 100k triangle

but if its far away
i might only see like 30k triangle

+1 vote     reply to comment
Betelgeuze
Betelgeuze Sep 27 2006, 10:06am says:

Exactly :)

+1 vote     reply to comment
TheFrog4u
TheFrog4u Sep 27 2006, 1:47pm says:

every screen comes out is better than the last.. impressive!

+1 vote     reply to comment
ambershee
ambershee Sep 27 2006, 2:16pm says:

I'm not sure 100k polygons is going to be suitable even in the next generation of games guys ;)

+1 vote     reply to comment
Sallycin
Sallycin Sep 27 2006, 2:58pm says:

Looking amazing! :)

+1 vote     reply to comment
Thestjester
Thestjester Sep 27 2006, 4:54pm says:

jesus those ships are of epic scale. I get chills just by looking at them, you guys are blessed! keep it up.

+1 vote     reply to comment
::idiot::
::idiot:: Sep 27 2006, 6:32pm says:

I just find it funny. That some of these models are going to be so big that they are used as maps. I guess that makes the frame rate better hunh.

+1 vote     reply to comment
scratch
scratch Sep 27 2006, 6:40pm says:

How about a video of this ship? I'll never be able to see it this detailed in the next 4-5 years. ;)

+1 vote     reply to comment
Natace25
Natace25 Sep 28 2006, 7:56am says:

technically, it's not a mod, it's a game in itself.

As for the amount of polygons on the ship, and the "abysmal performance"....I think that those 2 kindof work with one another on that.

100k polys for a single ship....wow, is this game CG or is it a game? try making models that modern day computers can actually handle.

As for the ship costing an insane amount in the game...well, so are alot of the ships in both X2 and X3, and yet people have fleets of the things.

People will figure out a way to get lots of cash, and they will buy lots of big arse ships...don't underestimate gamers, they WILL go above and beyond, and you'll probably find that alot of these gamers will have fleets of these ships.

But...yeah, that's kinda outside of the box, considering that no gamer would ever want to buy more than one ship, let alone one at all, if their PC is average...the pro gamers usually have pro systems, because either their daddy and mummy bought it for them, and they spend their lives in the basement or attic or their computer room, and they generally don't have a life.
So yeah...I dunno what I'm talking about now, because right now i'm out of it...i'm so dead right now, too tired, to stressed with stuff....i'm going to explode....BOOM!

+1 vote     reply to comment
methy
methy Sep 27 2006, 8:26pm says:

That's amazing guys. Now I wanna slap another visual delight award on Infinity, but I guess we'll all have to wait. Good going, though.

+1 vote     reply to comment
FBrebion Creator
FBrebion Sep 28 2006, 4:32am says:

I'm not sure 100k polygons is going to be suitable even in the next generation of games guys Wink ;\)

Project Gotham Racing 3 on the XBox 360 features cars that average 100,000 polygons each, and cities/tracks that are in the millions range. It's already released today and the XBox 360 is less powerful than a high end PC. In 2008, you can bet those numbers will be pretty standard.

Keep in mind that level of detail ( LOD ) is automatic and reduces complexity in the distance. Also keep in mind that massive ships such as the Flamberge will cost an extreme amount of credits in game, hence it's very unlikely to have more than 1 on the screen at the same time ( hell, it'll already be unlikely to see one at all ! ) :)

+1 vote   reply to comment
ambershee
ambershee Sep 28 2006, 9:32am says:
Quote:Project Gotham Racing 3 on the XBox 360 features cars that average 100,000 polygons each, and cities/tracks that are in the millions range. It's already released today and the XBox 360 is less powerful than a high end PC. In 2008, you can bet those numbers will be pretty standard.

No it didn't. Models in the 100k range were however used to generate normal maps, and were used in the some parts of the menus , I believe.

+1 vote     reply to comment
FBrebion Creator
FBrebion Sep 28 2006, 10:19am says:

Yes, they did. Please read:

News.teamxbox.com

I want to add that you are focusing on one thing ( polycount ) while the bottleneck is ( and will likely remain ) in another place, ie. the shading/fillrate. You see, your video card is working asynchronously: that's why it's so fast compared to a CPU. This means that the framerate you get in the end is basically limited by the slowest element running on your video card. If you are shader limited, you can increase the polycount *for free* until you get geometry or bandwidth limited.

Your average video card today ( ie. not a high end one ) can easily transform 50 millions triangles per second. At 100 fps, that means you can have up to half a million polygons per frame. That's assuming there is no shading, fillrate or cpu bottleneck of course, which would be useless in a game. Infinity aims at 250K polys per frame in average. X3: Reunion, which shipped this year, already has ships in the 100K range and is heavily cpu limited. If the ships were 1/4th of those values, you wouldn't get a better framerate.

+1 vote   reply to comment
Frednol
Frednol Sep 28 2006, 1:20pm says:

I think that if Jesus made a game, It would look like this...

+1 vote     reply to comment
koshime Author
koshime Sep 29 2006, 8:14am says:

is that a jesus stick you have in yoru hand ,or are you just glad to see me? :) (in reference to Eko in lost)

+1 vote   reply to comment
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Infinity: The Quest for Earth
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