Friday, April 15, 2011

NGP Vision Engine Tech Demo Up and Running

Catching up after a day out in the real world yesterday, so here's a video of the Vision Engine from Trinigy, showing off a few NGP tricks. It doesn't look all that spectacular really, but as an example of what can be done isn't bad. It looks like the original video has been pulled, so don't know how long this one will hang around for.



The trouble with tech demos is we all know how good these things look, the success of NGP won't be down to good looking games, that's expected, it is down to novel use of the NGP's interfaces and controls to produce something "new" to gaming, rather like the Wii did.

Trinigy announced its engine on NGP back in February, offering the following features:

-Optimized character skinning system for NGP– allows for efficient rendering of detailed characters with very high polygon and bone counts.

-Full support for cross-platform and platform-specific texture formats– offers a straightforward workflow and easy porting of existing content, while providing high-loading performance and platform-specific content optimizations, where required.

-Multithreading system– takes full advantage of NGP’s CPU cores for animations, mesh deformation, particle simulation, physics, visibility determination, and more.

-Highly efficient rendering– Efficient rendering system minimizes CPU load.

-Optimized shader/shader constant handling– includes full cross-platform compatibility.

-Comprehensive support for NGP’s user interface–includes multi-touch as well as support for dual analog sticks.

-Fully featured graphics technology– includes normal/parallax maps, specular maps, dynamic lighting, post-processing effects and more.

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