ZBrush actually does things somewhat differently, especially with the renderer. Rending a whole scene at almost real-life-level detail with actual laser-scanned objects is leagues different from a sculpting-based modelling program that uses voxels.
But, at any rate, as someone who has been keeping track of the Unlimited Detail project over the past couple of years, and someone who has long decided that the project couldn't be any further from being a 'scam', Euclideon's behavior over that time has been fairly interesting. Some notes:
- The focus on Geoverse isn't really that unexpected if you've been keeping tabs on what Bruce Dell has been saying - he's mentioned that there's been interest from industries other than the gaming industry for this tech. Geospacial is pretty much the first obvious choice, and the most applicable for how the project was going during its 2011 demo.
- There's been plenty of assurances that the company is still aiming for a gaming-ready product for developers. Geoverse is simply easier to implement and get out there to actual clients (and thus has been the main focus of development until its release), and all indicators say that Geoverse is ready and has been distributed, especially considering that there's an news update on the offical website for Geoverse 1.2 detailing improvements suggested by clients.
- Ever since Euclideon has revived its website and facebook pages, both have been updated semi-regularly - until June last year. The fact that there's only been one update on the website since June and absolutely none on the facebook page since then potentially indicates that the company has stopped focusing on Geoverse (primarily, anyway, likely a small team dedicated to updates) and focused on other applications, most likely gaming, and they really don't have anything ready to show until then that hasn't already been shown. This likely includes the next big gaming-based demonstration that was said by Bruce Dell to include assets made by ex-THQ artists.
- There's also the possibility that at least one gaming studio is using and testing Unlimited Detail as we speak. Euclideon, being mainly a tech development firm, would need to have the technology tested with an actual game to make sure it's ready for the masses. My first guess is Valve, considering Source 2, and I sincerely doubt Valve would want to release an engine that's more or less like everything else on the market - a fully-functioning Unlimited Detail in Source 2 would pretty much cement it as the top engine in the new generation, there would be literally no way to top it. It would be the reveal of the original Source engine all over again.
- From what we know, the main challenges towards a gaming-ready engine since 2011 included lighting and animation. The former has apparently likely been already been solved by now, as a real-time lighting demonstration was released back at Gamescom around that time (I think it was Gamescom, but I'm not quite sure, but Crytek's boss sung its praises at the same event), and the progress of the latter is unknown, though existing videos show it can be done, it was at a somewhat primitive state at that time. Other people have been working on voxel animation before with varying results, so it is possible.
As a supporter of this tech (partly because there's more than enough evidence that it'll eventually come out, and admittedly a little bit of patriotism on the side, as Euclideon is an Australian company), I'm cautiously optimistic about it, and I'm hoping it'll be a game-changer in the industry. Its list of features are far more exciting than anything else in the industry, tech-wise, and could potentially take away the focus on polygons and shaders and all that crap and focus on technologies that actually have an impact on the gameplay.
A slight refresher on what UD can do:
- Extremely efficient voxel renderer, finding every visible voxel in view and assigning it to a pixel on the screen - no more, no less. The 2011 demo was running entirely in software at 30fps. Yeah, that's pretty hardcore. Enables unprecedented rendering for far less computational work, and renders techniques such level of detail models and billboarding completely obsolete.
- The only real 'limit' to the detail that can be rendered, no matter how much stuff is in a scene, is screen resolution. Bruce Dell has mentioned that Euclideon has talked with graphics card manufacturers, and the possibility of special graphics card features to specially render 4k and 8k resolutions is certainly interesting for both sides.
- Point cloud format that's apparently relatively size-efficient and can be converted over from polygon formats.
- Capability for laser-scanning. Everything in the 2011 demo was laser-scanned right from the real world. Yep. This in itself is extremely exciting.
Still, until we see something concrete for the gaming side of things, it's going to be something of a wait-and-see sort of thing. But, hopefully, as long as they don't give up on the project, we might see something within the new year, a new gaming-based demonstration (hopefully a downloadable demo) would be fantastic, at least.