PDA

View Full Version : Amazing 64k demo


Insanity123
04-11-07, 08:12 AM
[Check it out (http://www.pouet.net/prod.php?which=30244)
Pretty amazing imho..

Edit : be warned. when i tried to run the demo in a resolution different from my desktop it crashed my video driver (forceware 101.02XP) and i had to reboot my system.. havent encountered it when running at desktop res though.

crainger
04-11-07, 08:23 AM
Wow!

Awesome work.

SlamDunk
04-11-07, 08:34 AM
177K demo :)

Anyways... it's good to see Farbrausch back.

Insanity123
04-11-07, 09:10 AM
oops indeed, i hadnt actually checked the filesize, okay, its still only about 3 times the ram footprint of a C64 :P

XxDeadlyxX
04-11-07, 09:28 AM
Very impressive, great to see they're back!

This is one of, if not the best demo sofar :cool:

BronzeGod
04-11-07, 10:01 AM
Yes, this just goes to show, devs have no excuse for bad graphics lol.

russ_3d
04-11-07, 10:21 AM
that one was really cool ! nice story:)

WeReWoLf
04-11-07, 10:36 AM
lol ran ever so smooth (1440x900 - 16:10, 8x Multisampling, Textures - Ultra, Full screen, Vsync, shadows) And looked ever so sweet whilst doing it. I mean, sure... those kind of graphics and options from a 500 - 800Mb demo, but 177Kb?! Wow...

agentkay
04-11-07, 11:09 AM
lol ran ever so smooth (1440x900 - 16:10, 8x Multisampling, Textures - Ultra, Full screen, Vsync, shadows) And looked ever so sweet whilst doing it. I mean, sure... those kind of graphics and options from a 500 - 800Mb demo, but 177Kb?! Wow...

When you alt-tab out during the demo and check memory usage you will see that the demo exe uses 750+MB. ;) Still impressive coding and compression algorythms.

Insanity123
04-11-07, 11:47 AM
that is the point lol, you cant have your cpu and graphics card working on data that isnt physically in their memories and caches obviously, but the fact that it can be extrapolated from such a small dataset is the whole point of procedural programming..

Al Shades
04-11-07, 12:31 PM
So the textures are created as the game runs?

jolle
04-11-07, 12:56 PM
Roboblitz generates about 80mb of DXT compressed textures out of 280k of description data, on the 360 (over XBLA) this process takes about 4 secs.
Procedural texturing will prolly play a big part in the field of downloadable games.
Specially with platforms like XBLA, back then the recommended was 25mb and absolute max was 50mb.. its been expanded to 150 now I hear tho.
The tools roboblitz used (ProFX) seems pretty useful for that sort of thing, I recall reading in a interview that the type of algorithms used for that sort of thing are extremely complex which is why it hasnt really cought on even tho the concept is pretty old.
the old .kreiger demo showed some impressive use of progressive textures.

JH24
04-11-07, 01:17 PM
Very impressive! Even on my old 9600 XT. (To be sure I did set the resolution to 640x480 but with detail on high, it still looked very good)


It even looked a lot better on my main computer with an Nvidia 7900 GT. ^^


Thanks for posting the demo, I really enjoyed it.

SlamDunk
04-11-07, 01:26 PM
Here's a ProFX demo video called "Bayou": http://www.profxengine.com/?PAGE=GALLERY.DEMOS

Kind of suits the theme of this thread.

ViN86
04-11-07, 02:23 PM
are those textures built into DX? (ie, theyre included in the engine itself)

that demo is incredible. and i still cant get over how small the file is.

the demo hit in excess of 600MB of memory usage when i was running it. thats incredible :eek:

GlowStick
04-11-07, 02:49 PM
Wow, I want to know how they compress so much data into that!

OrangeBlast
04-11-07, 03:01 PM
wow, damn impressive!

Bokishi
04-11-07, 03:10 PM
Amazing

Redeemed
04-11-07, 04:42 PM
That's awesome. :D

OWA
04-11-07, 05:51 PM
Amazing demo! Thanks for the link.

SH64
04-11-07, 06:33 PM
Very cool demo .. i assume it uses procedural texturing ?

mark501
04-12-07, 03:01 AM
Amazing :)

Heres (http://www.the-underdogs.info/game.php?id=1693) another game the same size