The people at the scene began to discuss among themselves, quite satisfied and surprised by the graphics of the Geek Super Game Engine.
Because the visuals before them were not much different from the image quality of the Unreal Engine 5 from their previous lives, which was a true knockout for the people of this era.
"As you can see, our Geek Super Game Engine has the best lighting effects in the world. Why is that?
Because our Geek Super Game Engine uses 'Dynamic Global Illumination and Reflection Technology'!"
As Gao Nian said this, a diagram illustrating the principle of 'Dynamic Global Illumination and Reflection Technology' appeared on the projection screen behind him.
"To explain what Dynamic Global Illumination and Reflection Technology is, we must first understand that the reflected light values of each item and part in the display are different.
Our Dynamic Global Illumination and Reflection Technology recreates the different performance effects of light on different objects in reality, and then the scene of light reflecting from the object.
That is, by calculating the surface of different objects illuminated by the light source, and then giving a single reflection or multiple reflections, the simulated lighting effect is expressed.
Therefore, this technology can simulate the reflection and interaction of light sources in the environment to achieve more realistic lighting effects, reflections, and shadows, thereby enhancing visual realism."
While Gao Nian was speaking, the video behind him also showed the different effects of supporting Dynamic Global Illumination and Reflection Technology versus not supporting it.
Through this demonstration video, people also discovered that this Dynamic Global Illumination and Reflection Technology is indeed quite powerful.
Because if there is no Dynamic Global Illumination and Reflection Technology, although the light and shadow of the game screen exist, they ultimately appear very fake.
However, after using Dynamic Global Illumination and Reflection Technology, the light and shadow of the game screen are the same as in reality, ultimately directly improving the realism of the game screen!
Therefore, this Dynamic Global Illumination and Reflection Technology is simply a perfect match for games. With it, the sense of immersion in the game immediately increases!
"The significance of the birth of the 'Dynamic Global Illumination and Reflection Technology' developed by our Geek Technology Company is not only to improve the image quality, but also to greatly enhance the significance for game development.
Why is that?"
Saying this, Gao Nian paused for a moment before continuing:
"If game development teams work hard to develop the light and shadow effects of many large-scale games, the actual light and shadow effects will not be worse than ours.
However, their costs are very high, because before our Geek Super Game Engine appeared, there were only two ways to achieve the same light and shadow effects.
The first method is to manually adjust the fake light sources in the game scene to allow the game to have powerful light and shadow effects.
However, this form is limited by the experience of the game developers. The light and shadow effects of each game are different, some are strong, some are weak, which is quite troublesome, and the labor cost is relatively high.
"The second method is to use a high-performance computer to bake according to the game's scene, and then obtain the corresponding light and shadow data.
Afterwards, you only need to import the obtained light and shadow data into the game, and you can achieve relatively realistic light and shadow effects.
The disadvantage is that because the light and shadow data obtained from baking is fixed, the light and shadow effects are also fixed and not real-time dynamic."
Next is the Dynamic Global Illumination and Reflection Technology developed by us.
It directly calculates the light rays emitted from one or more light sources in real time, and then simulates the performance and reaction of light rays shining on different scene objects.
In this way, the game development team does not need to spend a lot of effort on lighting effects, because the Geek Super Game Engine directly and automatically solves the problem of game lighting effects for you.
Therefore, our Dynamic Global Illumination and Reflection Technology is simply the best gospel for game development companies, saving too much energy and development funds.
Of course, with advantages, there must be disadvantages. The disadvantage of this technology is that the pressure and burden on the computer's graphics card are relatively large, after all, there are more things to calculate.
However, in order to reduce the pressure on the graphics card, we do not directly perform ultra-refined calculations on every tiny light ray emitted from the light source, but instead expand the light rays into the range of many small light columns for calculation.
Ultimately, while retaining better light and shadow effects, it also has the super real-time light and shadow effects like what we see in front of us.
Of course, in the future, we may upgrade the calculation form of light columns into the calculation form of countless tiny light rays,
Ultimately, the effect of light and shadow will be better.
However, because this will place a greater demand on the performance of the graphics card, this will be left to the next generation Phoenix graphics card or the next generation Phoenix graphics card."
Hearing this, the audience at the scene, including countless netizens on the Internet, suddenly lit up.
They originally thought that the lighting effect was already perfect, but they did not expect that Geek Technology Company could actually make it even more perfect.
The reason why it is not made more perfect at present is because this generation of Phoenix graphics cards cannot support it, and it needs the next generation or the next generation to do so.
This has to be said to be a regrettable fact.
However, Gao Nian's introduction did not stop. After introducing the Dynamic Global Illumination and Reflection Technology, the next step was the introduction of the next black technology.
"Next, I will introduce the second core technology of our Geek Super Game Engine, which is Virtual Micropolygon Geometry Technology!"
After speaking, a picture illustrating the principle of 'Virtual Micropolygon Geometry Technology' appeared on the projection screen behind Gao Nian.
"The so-called Virtual Micropolygon Geometry Technology is actually a black technology that reduces the computational pressure on graphics cards.
It can directly reduce the number of polygons that the graphics card needs to calculate, reducing the number of polygons that need to be calculated from hundreds of millions or even billions.
Directly reduce it to millions to tens of millions of polygons, significantly reducing the computational pressure on the graphics card!
,
After a pause, Gao Nian continued:
"How exactly is it done?"
"It uses several core technologies, which together form the Virtual Micropolygon Geometry Technology. The principle of the first technology is that when we look at something.
In reality, we can only see what we can see on our side. We cannot see the back side of that thing, nor do we need to see it.
Therefore, we can directly shield the 3D model data on the back of the object through technical means, and only calculate the data of the side of the 3D model that can be seen in the picture.
Ultimately, the calculation pressure faced by our computer's graphics card is directly reduced by more than half!
After all, if the things that cannot be seen behind the 3D model also need to be calculated, it would be too wasteful of the performance of the graphics card.