Posted by Shane Griffith, 18 February 2011 6:00 pm
Here's a quick look at some of the many things we've been working on behind scenes.
The top priority of the Excalibur (XBR) initiative is to re-architect the viewport system and provide dramatic improvements in performance and visual quality. Some of the possible capabilities include support for unlimited lights, soft shadows, screen-space ambient occlusion, tone-mapping, and higher-quality transparency. You also might notice the progressive refinement of image quality without blocking changes to the scene. To achieve this we've been researching advanced scene management techniques, together with multithreaded viewport scene traversal and material evaluation, the anticipated result is a smoother, more responsive workflow.
San Francisco Scene File Stats
6.6m polys (15.1m faces)
The screen capture and compression causes the video to stutter a little, but actual interactivity was much smoother than this. An Nvidia FX3800 was used to generate this result (in case you were wondering). However, the viewport technology is not limited to spcific hardware manufacture or make. The main requirements are a DX 10 capable card with a min of 1GB texture memory.
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