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Most great games nowadays aren't using voxels.
But then I don't even know if Unity can handle voxels, maybe through a middleware.
You can't achieve the same things with polygons, that's the point. And in fact, that was one of the main point of the particularity of Outcast. Meh
The only time voxels were ever legitimately used was pretty much only in C&C. Tiberian Sun had extremely detialed voxel based vehicles and they had their own shading renderer and everything
Should Outcast 2 not have been cancelled, it would have used the techs of its time - Pentium IV and GeForce.
Making a remake without using it's most striking particularity which is voxel, especially knowing how ♥♥♥♥♥♥♥ ugly modern polygonal/texture graphics look compared...to the future of video game which is going to be voxel-tracing based...is a terrible choice.
You may want to go read up on the (rather extreme) limitations of voxels. As of yet there is still no way to accelerate them with a GPU for example, making them entirely CPU limited. Voxels also only account for terrain, and not anything else in the original outcast: That was all polygons.
http://abload.de/img/oc12014-12-1911-15-08zgo6l.jpg
See the jagged edges on the bottom right? That's the kind of artifacts you get from trying to use voxels at 1080p, let alone 4k.
See the "awesome" textures on the terrain? That's the maximum possible "resolution" in this implementation of these software voxels.
Voxels are currently completely unused, and for good reason. You may be confusing this with current voxel-based terrain or model rendering, where voxels aren't 3d pixels but just an invisible 3d grid from which a polygonal terrain is calculated. This technique is used in games like No Man's Sky, Astroneer and Space Engineers.
Another extremely popular game you might know which uses these "voxels": Minecraft.
Voxels *only* worked back in the late 90's, in games like Delta Force or Outcast, because polygonal terrain wasn't far enough along yet and no other reason. If you can use polygons, you will, and voxels have rightly fallen out of use because they're an utter pain to work with, can't be gpu accelerated and are less detailed in the end than a texture in the original Wolfenstein game. They are not coming back.
Outcast was never about "voxels" either. Where did you get that idea? It's a 3rd person, action adventure game about exploring an alien world you've been stranded in.
Also, "polygonal terrain looks ugly?"
CryEngine 3 (2009): http://www.picshelf.com/images/frostbite2_valley_ss_02.jpg
Frostbite 3 (2013): https://cdna.artstation.com/p/assets/images/images/003/988/674/large/joakim-stigsson-joakimstigsson-01.jpg
UE4 (2014): https://cdn1.epicgames.com/ue/item/Store_photoreal_landscape_3_screenshot_5-1920x1080-90a9d3e9c706fba3bcc2a23638373aae.PNG
Hint: These kinds of terrains are flatout impossible with voxels currently, especially if you want maps that are larger than roughly 0.25-0.5 km2 such as in Outcast. One particularly huge problem with voxels is collision, which almost always has to be done with 'normal' meshes anyway, unless you want to clip through the terrain all the time. Voxels also don't work with shaders (making something shiny for example), and create massive headaches with lighting.
And if you want to point to a certain company which claims to have invented a hardware accelerated voxel engine: They're pathological liars and have never actually shown a live demo. The only video they've shown so far used basic static meshes, not voxels.
3d pixels, voxels, whatever you want to call them: They're currently just not feasible for modern gaming use. Don't expect any tech to change that. Polygons are far easier to compute and dynamically adjust and will remain by far the best option for quite some time to come.
Also: Don't confuse lighting techniques with modelling techniques. Voxel-based raytracing has nothing to do with rendering voxel-based terrain: In fact, it's actually very similar to what i described before, the terrain rendering technique from games like NMS.
I would personally love a remake of Outcast with properly scaled terrain like in the screenshots i showed you. No fog, unlimited view distance, properly huge maps to explore. Shamazaar for example would benefit from this, as something like this is what it was supposed to look like:
http://3.bp.blogspot.com/_EZ16vWYvHHg/TJzR8ySlQ2I/AAAAAAAASUU/YF0x5NISRwU/s1600/www.BancodeImagenesGratuitas.com-Sh-4.jpg
Or, if you want to stick with the actual, real kind of place Shamazaar is based on:
https://lorneblumer.files.wordpress.com/2011/10/img_3364.jpg
Or this:
http://h2obrain.it/images/NEWS/city/guilin06.jpg
Both of which are impossible to do with voxels.
Can we just separate the Story/World of the game from the way it was implemented at the time?
Can we say that the charm the game had at the time was not based on it's building elements and innovations?
While i do hope for Voxel to Evolve and be Re-Used in the future more often,
The constraints of Life take their toll on such things.
The Developers try to risk less by taking the easy way.
Few Franchises are consistent with the Original Product.
"Second Contact" will cast a Second, Different look to the familiar world of Adelpha.
Let's hope by the time "Adelphi" comes, we will have Voxel.
Seems Appeal finally wisened up and got rid of voxels. Only problem is it's 18 years too late and just a remake. Oops.
Agreed, a very good read.
Yes there are limitations but look at this guy's channel:
https://www.youtube.com/user/AtomontageEngine