engine support for falling leaves and swaying grass/trees

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asmo
Posts: 229
Joined: 18 Sep 2014, 21:20

engine support for falling leaves and swaying grass/trees

Post by asmo »

Hello

I couldn't find something like that topic using "swaying" in the search field (neither in redmine), so ... maybe this was not discussed yet.
Is it planned to support swaying grass and trees by the engine directly? I know there are mods, but IIRC it only really looked nice when MGE was used to render grass. Probably it was the same with trees.

There is at least one mod that adds falling leaves, but the (original) trees are replaced as well there. Maybe it's possible to give any tree leaves. This could be turned on/off like shadows in the graphics options.
I read that there are performance problems with fireflies - this could be solved in the same breath - it's many small 'particles' moving relatively slowly from here to there... hm ... like snow flakes which are already rendered.
IMHO the performance suffers much more if that's all done by mods.

*** of course all post openmw-1.0 ***
Chris
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Joined: 04 Sep 2011, 08:33

Re: engine support for falling leaves and swaying grass/tree

Post by Chris »

asmo wrote:Is it planned to support swaying grass and trees by the engine directly? I know there are mods, but IIRC it only really looked nice when MGE was used to render grass. Probably it was the same with trees.
I'm still hoping for grass like this (or this). Actual models (even when GPU animated) for grass don't really work well since it results in a very patchy look (as in Oblivion or Skyrim), and doesn't LOD well.
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asmo
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Re: engine support for falling leaves and swaying grass/tree

Post by asmo »

Chris wrote:I'm still hoping for grass like this (or this).
The latter actually looks and sounds like Nvidia uses Euclideons "Unlimitet Detail" technology - https://www.youtube.com/watch?v=f_ndZ8ETbqU & http://www.euclideon.com/technology-2/ & https://www.youtube.com/watch?v=00gAbgBu8R4

That really looks nice, but I'm not sure what it will do to the atmosphere of the game when Nirn looks and feels like earth. Well, that probably depends on models and textures and not of animations like grass/shadows/snow flakes/rain/wind. :)
charlieg
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Joined: 30 Jun 2015, 14:17

Re: engine support for falling leaves and swaying grass/tree

Post by charlieg »

asmo wrote:
Chris wrote:I'm still hoping for grass like this (or this).
The latter actually looks and sounds like Nvidia uses Euclideons "Unlimitet Detail" technology
No it doesn't; not one bit. This "unlimited detail" vapourware (they've released nothing I know of since they 'debuted' it in 2010) produces only static scenes. Objects/scenes are scanned in with laser scanners.

Nvidia's demo seems to be fairly clearly using shaders and is combining some kind of 'contact' heat map with the rendered grass to produce the indent effect. You can still see the flattened grass waving in the virtual wind.
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Pherim
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Joined: 27 Aug 2014, 15:37

Re: engine support for falling leaves and swaying grass/tree

Post by Pherim »

Actually, they even released a web demo earlier this year (http://udserver.euclideon.com/demo/html5_viewer.html) which contains a number of scenes and apparently they even announced two games for 2015, but so far there is still nothing indicating that dynamic scenes or animations are even possible in this engine, so, yes, it's pretty much vaporware.
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