No it's not Christmas yet but here we are again with some updates related to the development of our upcoming Space-MMO game Infinity: The Quest for Earth.
As mentionned in the previous update on the Infinity forums, InfinityAdmin has experimented horizontal displacements to create cliffs, overhangs and hard edges. It also creates interesting rock formations, similar to what you'd find on volcanoes. The result is looking quite nice, but as expected there are some issues that still have to be overcome.
Procedural details and motion blur:
The good thing with using procedural generation is that you are more future-proof than other engines/games. Just by changing a detail level in the config dialogs, you will be able to increase the quality and details to extreme levels. No computer that exists today has enough memory, or video cards and cpus good enough to make it run on the highest detail levels, simply because there's no hard limit to how far those details can go.
Case in point: at the moment the terrain patches are 33x33 vertices; that's the default for medium to high-end gaming computers, for example AMD FX/Intel Core2Duos on a NV7800, NV8800 or ATIX1800.
If your computer is good enough, you can try terrain patches of 65x65. The picture below(left) is taken on a Quad-core machine ( Q6600 with a 8800 GTX ), as expected it slowed down quite a lot, but it was still real-time: 40-50 fps. You can compare it with 33x33 terrain patches to see the difference
Last but not least, InfinityAdmin spent some time to add a render pipe for motion blur.
For more information check out the Development Journal on the Infinity forums.