This is still Brigade 2 internally but there's starting to implement Brigade 3 features. They were mainly interested in showing off some of the better soft shadows and other lighting techniques they have going on here compared to earlier versions. Some new interesting info from Sam's blog and YT video comments.
-Real-time path traced test of an 4968 instances of an animated character.
-each on one triangle of the Stanford bunny mesh (4968 triangles).
-Each character contains over 60k triangles
- 300 million dynamic triangles in total
-Notice real-time color bleeding, reflections, soft shadows and lighting from an HDR environment
-Brigade supports AMD through OpenGL
-Dev team: Sam Lampere, Jeroen van Schijndel, Rick de Bruijne and Hayssam Keilany.
Anonymous: This is Brigade 2(see on screens) or 3 which 3x time faster? And would you add features like complex lighing improvements(400% faster) etc in the future?
Sam: This is still Brigade 2 with some features from Brigade 3 (if you will). Brigade 3 is currently under heavy development and its quality of lighting and materials will blow you away, it's of a completely different level compared to what we have now and is offers the same quality of Octane (minus Oxtane powerful material system).
Anonymous said: Sam Lapere,
Great news about Brigade 3! Will it be faster and noise free compare to Brigade 2? I'd imagine you guys are still focusing on the renderer and not so much about the pipeline(getting content(mesh, sound,ai,etc into brigade)tools something like UDK?
Sam: Brigade 3 will be a lot faster and almost noisefree compared to Brigade 2. We're implementing some techniques that will greatly reduce the noise without affecting the image quality. More importantly, the old material and lighting system has been thrown out completely and is replaced by a new one, which is essentially identical to that of Octane Render, so you won't be able to tell the difference between the two. So if you're not yet familiar with Octane's quality, believe me it will blow you away.
Right now, we're also working on tools to make it easier for game devs to start mucking around with Brigade.
colocolo: Here i have a very fancy question. ;)
If a game studio would make a game with your latest Brigade version to which movie (year) could its overall graphics quality be compared to? One reference point could be Star Wars: Episode 1 made in 1999.
Sam: It would be comparable to a movie that uses path traced GI and reflections, like Cloudy with a chance of meatballs (rendered with Arnold) or more recently Monster's University. Brigade doesn't support hair/fur/volumetrics (yet), but it can produce very realistic images. You'll see it once we reveal the true Brigade engine 3.
colocolo: Another question. You have said that in 1 or 2 years we could see a Brigade powered game. Do you think that will happen considering that PC games are always kept at the almost same graphics level as console games. Its hard to imagine how this supergraphics-games could fit into the upcoming PS4/XBox1 game repertoire. Do you think Sony or Microsoft could prevent that game studios suddenly make games with such superior PC graphics?
Sam: To be honest, I couldn't care less about MS or Sony or any other next gen console manufacturer. A Brigade powered game will probably not run on PS4 or Xbox and cloud gaming will make consoles obsolete in a few years, so your best bet will be Brigade games in the cloud.
aljowen: This path tracing is getting good. Just having that many polygons at once must be quite a performance hit.
Sam: Brigade doesn't really care how much geometry you throw at it and can effortlessly handle billions of triangles.
Nuninho: Are you runinng 2 GTX 580's?
Sam: this ran on 1 GTX Titan.
So glad to see these guys going full speed ahead of this. Barring any major setbacks we are actually looking at the first game, running on a real ray tracing engine in real time, within 2-3 years. If the over/under is 3 years, I would take the under.
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