Guestbook


Name: RealStorm WebAdmin

Datum: Sonntag, 16 Juli, 2006 um 23:27:00
Kommentar:
Thanx for all your threads in our guest book. Unfortunately, due to high spam arising, we have to close our guest book now. Greetings to all our fans. FAN

Name: tombman
Email: tombman@inode.at

Datum: Dienstag, 28 Februar, 2006 um 05:56:36
Kommentar:
Still not multithreaded, so all you dual-core and dual-cpu guys -> ne speedup for you (and me) :( @ devs: PLEASE supply a patch which will make this benchmark MULTITHREADED :D Btw, why can´t it run in windowed mode? (.cfg will always be overwritten and has no effect, is there a command-line swith to support window mode?) thx

Name: RayTrac3r

Datum: Dienstag, 28 Februar, 2006 um 01:54:40
Kommentar:
Yeah!! Finally you released teh benchmark!! Just downloaded it. :) :) cu *goawayandtrybenchmark*

Name: toxie

Datum: Montag, 27 Februar, 2006 um 10:10:19
Kommentar:
Hiya! Great work guys! Really looks more then impressive using 1024x768!

Name: Victor
Name: davepermen
Email: davepermen@hotmail.com

Datum: Samstag, 25 Februar, 2006 um 16:06:07
Kommentar:
haven't downloaded yet, just want to say "HORRAY". so, now i'm going to download :D

Name: davepermen
Email: davepermen@hotmail.com

Datum: Sonntag, 12 Februar, 2006 um 15:28:22
Kommentar:
Great! I can't wait. It's good news to read you're still alive!

Name: MP
Email: contact@realstorm.de

Datum: Montag, 6 Februar, 2006 um 09:11:27
Kommentar:
We are still finishing the bench, actual planned release date should be 25th Feb (This year ;-)

Name: Mocib

Datum: Sonntag, 5 Februar, 2006 um 21:41:00
Kommentar:
Release next week? Hehe... I'm a little anxious over here. Can't wait to check out your latest bench. Cheers.

Name: Hubaaa

Datum: Sonntag, 5 Februar, 2006 um 21:14:46
Kommentar:
hello guys at realstorm, I just wanna say that you're doing a great job and thank you for conceding these little "insights" in the possibilities of Raytracing. =) one question: will the next version of your realstorm benchmark include photon mapping for soft shadows, or is that still a bit too expensive for realtime rendering? greetings

Name: M. Piepgras
Email: contact@realstorm.com

Datum: Freitag, 20 Januar, 2006 um 08:14:18
Kommentar:
Hi Dave, we are working hard on the benchmark and yes, we are a little late ;-) But the benchmark will come, we are actually doing the "finishing works" like last texture corrections, building an initial database for comparision, etc. Michael Piepgras Engine Programming www.realstorm.com

Name: Chris

Datum: Mittwoch, 11 Januar, 2006 um 04:15:45
Kommentar:
No dual-processor support?

Name: Korn

Datum: Dienstag, 10 Januar, 2006 um 11:47:10
Kommentar:
I'm just wondering, can't you make it opensource, or publish some work in progress things, cause I'm dying to see this new Bench. I got a new new PC, and I really want to know how far it goes. Anyway keep up the good work. (Pitty about al the guestbook spamming)

Name: Wesley
Email: wesley719@gmail.com

Datum: Samstag, 7 Januar, 2006 um 21:42:32
Kommentar:
Keep up the great work... very impressive...

Name: davepermen

Datum: Dienstag, 3 Januar, 2006 um 04:03:24
Kommentar:
hm.. now it's 2006 and there is still nothing new available :( i'm very sad. i'd love to see new stuff of it. is it dead? if so, any chance of seeing it free for download with source (jummie). well, i'd prefer to see a working new demo instead. all the best in 2006 to all of you! greetings, davepermen

Name: traced

Datum: Montag, 26 Dezember, 2005 um 17:57:55
Kommentar:
Happy Christmas and a Happy New Year!! I`m still waiting for your benchmark!

Name: benchman

Datum: Donnerstag, 24 November, 2005 um 22:20:59
Kommentar:
raytr4cing ru0lz!!!111 one one when s ur benchmark re4dy? th3 clip is c00l!

Name: docd^scoopex
Email: info@scoopex.de

Datum: Freitag, 4 November, 2005 um 22:39:57
Kommentar:
Hey TTS, meld dich mal bei deiner Crew...man macht sich ja fast schon sorgen. Gruß docd und claraydon

Name: MP
Email: contact@realstorm.de

Datum: Donnerstag, 29 September, 2005 um 13:50:06
Kommentar:
We are actually working on the benchmark, but we won't do it till summer (you may have noticed that ;-) I think we are going to finish it in November, sorry for the delay, The RealStorm Team

Name: Lee

Datum: Donnerstag, 15 September, 2005 um 22:09:06
Kommentar:
Ich mag euren Benchmark. Leider könnte ich so was nie selbst programmieren. Frage mich jedoch ab und zu ob man mit ART-VPS PURE 1800 vielleicht Hardware beschleunigte Echtzeit Raytracing hin bekommen könnte. Ist ja auch egal Hauptsache der neue Benchmark kommt bald raus, denn ohne gibt es keinen richtigen Sommer. Und wenn ihr euch nicht bald beeilt hetze ich euch den Carrel, Rudi auf den Hals.


Datum: Sonntag, 11 September, 2005 um 22:48:18
Kommentar:
When will be the next benchmark released??! Can't wait to see it. The movie was awesome!

Name: M.P.
Email: contact@realstorm.de

Datum: Samstag, 3 September, 2005 um 14:36:52
Kommentar:
@Korn Vertex based geometry would be a lot slower, as we use implicit equations for the quadrics and linear objects. An Example: The intersection calculation with a sphere/tube is about twice as fast as ONE triangle. So imagine what happens if we build a sphere out of triangles ;-) M.Piepgras Engine Programming

Name: Korn

Datum: Donnerstag, 1 September, 2005 um 16:12:40
Kommentar:
Not much summer left to release the new benchmark. Anyway I love those demo's of yours, but I have a small question. Your engine uses mainly primitives for modeling, like spheres, tubesand stuff like that, but could it render as fast if you would use vertex geometry based scenes like in the current video games, or things go slower then? And another question, is it posible to add something like surface rotation so that you make more realistic cones in your bowling game? (I am in no way criticizing ypur work, just wondering)

Name: Llet / Avena

Datum: Dienstag, 30 August, 2005 um 22:31:51
Kommentar:
Global Illumination suxx nature!

Name: bull/FAN

Datum: Mittwoch, 24 August, 2005 um 14:44:09
Kommentar:
To Lauscher: There are some problems with our download server.So i redirected the link to another one. Now it should be running. greets, bull / federation against nature

Name: tombman

Datum: Montag, 22 August, 2005 um 02:59:03
Kommentar:
PLEASE support dual-core cpus and make the new benchmark multuthreaded. Would be great if you patch the old realstorm04 benchmark too, so that it supports dual-core cpus. THX.

Name: Lauscher

Datum: Montag, 1 August, 2005 um 00:27:43
Kommentar:
Hi, i can´t download the bowl x-treme demo, i always get redirect to another page, but the download does not start / i can´t find it. can somebody help me?

Name: toxie

Datum: Dienstag, 5 Juli, 2005 um 18:32:00
Kommentar:
Great work guys!! Can't wait to see the new bench! But to answer MKS: There won't be such a thing as a raytrace-unit on gfxboards soon as the existing hardware-RT-prototypes can only handle more or less static objects, whereas every game released nowadays features fully interactive/dynamic scenes (=which is evil for ALL existing ray tracing algorithms)..

Name: Levent
Email: nospam@spam.org

Datum: Montag, 27 Juni, 2005 um 01:19:17
Kommentar:
Great work as always. Please make the new benchmark multi threaded so it can be used in SMP / Multi-Core benchmarking. Best Wishes.. L.

Name: Mks

Datum: Donnerstag, 23 Juni, 2005 um 22:31:22
Kommentar:
Wow, very good Demos, and thy run with a normal PC with an good CPU. I hope that in near time every Graficard has a RaytraceUnit to calculate raytracing.

Name: DaSeitz
Email: webmaster@uwt-tech.info

Datum: Freitag, 3 Juni, 2005 um 14:13:24
Kommentar:
Herorragende Arbeit! Gratulation! Und vielen Dank für die tolle Arbeit. Keep up the good work! Und falls Ihr Zeit habt wäre eine Linux-Version toll. RAYTRACING ist die Zukunft!

Name: Mathieu (broderick) Bosi
Email: opengl_redbook@yahoo.it

Datum: Donnerstag, 2 Juni, 2005 um 14:17:32
Kommentar:
I like a lot your demos and Realstorm. Why not to use SDL (www.libsdl.org) to make the stuff easily portable through platforms? Respect! -Mathieu-

Name: Chris Wilkinson
Email: blobster@tpg.com.au

Datum: Donnerstag, 12 Mai, 2005 um 05:37:53
Kommentar:
Hi there, Nice engine! What I like most about it is that I do not have MS-Windows, and run it under 'wine' in Linux! Its runs perfect, considering it is running emulated! On my Athon64 3000+ and FX5700 (425MHz) I get around 12-14 fps in the benchmark...not fast but certainly nice! Is it possible to port your engine natively to linux? :-) Kind regards, Chris, Brisbane, Australia.

Name: Mike
Email: mickthepotman@hotmail.com

Datum: Samstag, 7 Mai, 2005 um 12:49:34
Kommentar:
Very good Demo's, ran nice on my FX-55...Duel processors wont be good for gaming, what do you do?

Name: George

Datum: Sonntag, 24 April, 2005 um 17:24:50
Kommentar:
Love your demos and your work. Can't wait to see what you can do once dual core processors become "mainstream".

Name: kasmo
Email: thoske@gmx.de

Datum: Sonntag, 24 April, 2005 um 12:07:11
Kommentar:
hi tts :) schön zu sehen das es dich noch gibt musste heute irgendwie an die c64 zeiten denken und hab mal ein wenig rumgesucht im internet. nun bin ich hier gelandet. hammer was du da wieder fabrizierst *g ein gruß auch an alle alten oxyron member alles gute Thomas . Peace/oxyron Ps: würde mich über ne mail von dir freuen.

Name: Shink

Datum: Freitag, 22 April, 2005 um 18:08:39
Kommentar:
Very promising! I hope we will see support for Multicore/SMP and Linux soon.

Name: domsau2
Email: domsau2@yahoo.fr

Datum: Dienstag, 5 April, 2005 um 03:28:15
Kommentar:
Very impressiv ! That is optimising ! Please, don't forget that new hardware can be programable with Cg for Real time raytracing.

Name: Slator
Email: slator@no.lame.spam.plz.c64.org.spam

Datum: Freitag, 1 April, 2005 um 15:26:31
Kommentar:
TTS, ich glaube du drehst langsam durch ;-D. Freue mich auf die nexte Version. Greets and Dich und Bull.

Name: mugu
Email: mugu@mugu.de

Datum: Dienstag, 15 März, 2005 um 11:12:06
Kommentar:
i dey here you guys.......................................

Name: Marcel
Email: Zigga92@gm.de

Datum: Dienstag, 21 Dezember, 2004 um 16:41:21
Kommentar:
Hey,eure Engine ist super geil. Ich arbeite auch an einer, doch mit Raytracing seit ihr hoch überlegen, SSSUUUPPEERR COOL eure Engine.

Name: Dave / NoGroup
Email: david.voigt@gmx.de

Datum: Mittwoch, 24 November, 2004 um 15:37:43
Kommentar:
Atemberaubend. Breathtaking.

Name: dila

Datum: Mittwoch, 24 November, 2004 um 10:59:45
Kommentar:
elite

Name: madhaha
Email: guestbook@untypeable.com

Datum: Freitag, 5 November, 2004 um 22:59:58
Kommentar:
Checkout these articles from gamedev.net. It gives a fast method of simulating radiosity for real time use: http://www.gamedev.net/reference/programming /features/rtradiosity/ Not sure what your current implementation is like but this might help you speed up a few frames.

Name: john

Datum: Montag, 1 November, 2004 um 23:58:35
Kommentar:
just amazing.

Name: bla

Datum: Dienstag, 21 September, 2004 um 23:17:56
Kommentar:
Raytracing in realtime - really impressive. Since this is a long time project you may have a look at the Shader Model 3.0. With it's dynamic flow control in the pixel shader it would really help making RTRT even better and - much more important - faster.

Name: Niko_CRy
Email: Lange.Niko@lycos.de

Datum: Samstag, 4 September, 2004 um 21:52:14
Kommentar:
Wow! Das ist echt cool! Wird man diese Engine für Spiele nutzen können? Das wär schön für euch - und toll für uns ;)

Name: WOW

Datum: Freitag, 3 September, 2004 um 01:00:40
Kommentar:
Das ist der Wahnsinn ich such immernoch die *.avi irgendwo verstekct in einem ordner ^^

Name: RRR

Datum: Donnerstag, 2 September, 2004 um 22:00:06
Kommentar:
Impressive routines but I didn't expect to see anything else here. Excellent work, as usual. Thumbs up.

Name: pnm / speckdrumm

Datum: Samstag, 3 Juli, 2004 um 19:25:03
Kommentar:
Smooth stuff, keep it up !

Name: noouch
Email: dacontes@web.de

Datum: Samstag, 3 Juli, 2004 um 18:52:50
Kommentar:
Geil Geil Geil. Das was ihr hingekriegt habt ist unglaublich. Macht weiter so!

Name: ESPYX

Datum: Donnerstag, 1 Juli, 2004 um 14:45:39
Kommentar:
Very nice Game!!!! THIS IS THE FUTURE!!! CONGRATULATIONS!!!!

Name: PooP

Datum: Donnerstag, 1 Juli, 2004 um 11:27:46
Kommentar:
@GfX & Darkness: ihr idioten! kniet nieder und zollt den entwicklern den respekt den sie verdienen, ihr kiddies! nochmal: alles was man in den demos sieht ist komplett polygon-frei und wird von der cpu durch mathematik uws berechnet(ist technisch (noch!) unmoeglich mit der graka zu berechnen)! ausserdem sind die schatten korrekt und die spiegelungen realitisch anders als in zB. farcry... @FAN: good job! you rock!

Name: Darkness

Datum: Dienstag, 29 Juni, 2004 um 16:52:53
Kommentar:
diese scheiße ruckelt ja mehr als farcry auf 1600x1200! Sieht aber ganz gut aus :)

Name: GfX
Email: the.one.of.the.two@123.com

Datum: Dienstag, 29 Juni, 2004 um 16:50:07
Kommentar:
This demo sucks!

Name: Dean
Email: Lampy@email.si

Datum: Freitag, 18 Juni, 2004 um 13:59:54
Kommentar:
Thumbs up for amazing work! I read that the engine is in pure C/C++. No assembly, no explicit SIMD stuff. I understand this is because you want your code 'clean' of vendor specific stuff. Have you consider/tried different compilers that do vectorization themselves? How do thay fare? Future will bring multicore CPUs, so single thread performance is probably not going to increase with such tempo as it has before. Have you considered making the engine multithreaded? I don't know much about the innerworkings but raytracing is supposedly very easy to paralelize - just fire multiple threads chasing their own rays.

Name: FalconFly

Datum: Montag, 31 Mai, 2004 um 05:15:57
Kommentar:
Hm... Ever thought about offloading some of the workload onto a modern GPU? Far shot, but maybe the "BrookGPU" Project is worth looking into for you guys : http://graphics.stanford.edu/ projects/brookgpu/ (Project aims to create a Compiler to allow 'normal' Calculations/Code to be run on a GPU instead of the CPU where suitable; obviously has limitations, but certainly has massive potential in the future)

Name: yemeth

Datum: Dienstag, 18 Mai, 2004 um 16:02:17
Kommentar:
Bin wirklich beeindruckt! Raytracing ist zum einen mal was anderes, als dieses ganze 3D beschleunigte Zeugs... zum anderen sieht es verflucht gut aus!

Name: ALBEDO

Datum: Donnerstag, 13 Mai, 2004 um 15:38:29
Kommentar:
By the way: The rendering speed of a hyperthreading processor increases to a maximum of about 125%, NOT 200%! One more thing: Your fake radiosity algorithm produces very bad results, especially in the "radio"-scene. There you can see that the radiosity is faked by a far too sparse array of "diffuse reflection" lightsources. Furthermore the array itself is poorly arranged. How about some quick and dirty matrix radiosity as an alternative option? At the moment the artifacts are terrible and the light diffusion covers not the whole solid angle it should (see the rgb-balls). You did a superb job nonetheless! ALBEDO

Name: ALBEDO

Datum: Donnerstag, 13 Mai, 2004 um 15:37:00
Kommentar:
By the way: The rendering speed of a hyperthreading processor increases to a maximum of about 125%, NOT 200%! One more thing: Your fake radiosity algorithm produces very bad results, especially in the "radio"-scene. There you can see that the radiosity is faked by a far too sparse array of "diffuse reflection" lightsources. Furthermore the array itself is poorly arranged. How about some quick and dirty matrix radiosity as an alternative option? At the moment the artifacts are terrible and the light diffusion covers not the whole solid angle it should (see the rgb-balls). You did a superb job nonetheless! ALBEDO

Name: ALBEDO

Datum: Donnerstag, 13 Mai, 2004 um 15:21:05
Kommentar:
OK. Updated the database browser. Now I see my Processor as Athlon 64. :-)

Name: ALBEDO
Email: manuel@itm.rub.de

Datum: Mittwoch, 12 Mai, 2004 um 14:44:01
Kommentar:
Hi! Nice GFX! The Benchmark database declares my Athlon64 just as Athlon processor. maybe you should change it for more readability. I would like to see some photon mapping for caustics or more complicated brdf models. How about some spectral rendering for diffraction or interference phenomena? Maybe you can add hdri and motion blur. etc., etc. ...... You're doing a good job! Happy rendering, ALBEDO (heavy Cinema4D user)

Name: RAZOR
Email: razorunreal@hotmail.com

Datum: Mittwoch, 5 Mai, 2004 um 07:07:13
Kommentar:
I know you don't use the 3d card, and I know why, but with programmable graphics processors you actually could. You could, for instance, use something like deferred shading (http://www.pvrdev.com/pub /PC/eg/h/DeferredShading.htm) to calculate the lighting, and I don't really know but it could be faster to pass the texture coordinates to the graphics card and let it find the correct pixel. I doubt that though, and you would have to store an entire screen of texture coordinates on top of everything. I don't expect you to do that, you'd probably have to start again, but I think it's interesting that there are now (extremely innefficient I expect) raytracers that run entirely on the graphics card and raytracers that run on the cpu, but no hybrids (that I know of).

Name: juhu
Email: juhu@hot.ee

Datum: Samstag, 24 April, 2004 um 13:41:49
Kommentar:
you guys really need to add mipmapping. currently all diminished textures are showing severe aliasing artifacts. and yes, mipmapping also applies to raytracing, for those who are wondering.

Name: Snorre

Datum: Freitag, 16 April, 2004 um 19:43:45
Kommentar:
Great benchmark! :-) Will you add SMP support anytime soon?

Name: yeus
Email: yeus@cvo03.de

Datum: Freitag, 2 April, 2004 um 12:28:37
Kommentar:
this is hm... let's say at least EXTREMLY AWESOME ;)) ok, now where do I download your library ;)?

Name: Brandon

Datum: Freitag, 26 März, 2004 um 20:16:05
Kommentar:
Incredible but needs support for multiple processors. Half of my HyperThreading Pentium 4's processing power is going to waste!

Name: MUGU
Email: MUGU@MAGA.RE

Datum: Samstag, 28 Februar, 2004 um 17:28:32
Kommentar:
MUGUOOOOOOO I DEY HEREOOOOOOOOOOOOOOOOO

Name: Manuel
Email: gfandango@skim.com

Datum: Donnerstag, 19 Februar, 2004 um 18:01:12
Kommentar:
Incredible work! It would be nice to have a port for Windows XP, and maybe for Linux! Does it support hiperthreading?

Name: psonice

Datum: Donnerstag, 19 Februar, 2004 um 16:44:59
Kommentar:
I think you need a bit more cpu support in there somewhere... a 2.1ghz athlon with 512mb should not be faster than a dual p4 xeon 3ghz with 2gb!

Name: serus

Datum: Samstag, 17 Januar, 2004 um 16:08:43
Kommentar:
nice work ^^ cool wär noch wenn ihr n forum dazu einrichten könntet :)

Name: Jean d'Arc
Email: jean.darc@btinternet.com

Datum: Montag, 5 Januar, 2004 um 11:57:55
Kommentar:
Most impressive, the realtime radiosity and those volumetric effects left me gobsmacked! I am definately a FAN of Realstorm ;)

Name: GloomY
Email: gloomy@go.to

Datum: Montag, 5 Januar, 2004 um 01:53:34
Kommentar:
Hi, Nice demo, but I am missing bilinear filtering on some textures as well as mipmapping. Texture shimmering and moiree artefacts were very ugly, but the rest was brilliant - as expected for a raytrancer ;-)

Name: honorabili
Email: honorabili@yahoo.com

Datum: Mittwoch, 31 Dezember, 2003 um 20:42:25
Kommentar:
Good job guys. I commend anything that looks this great and brings my systems down to their knees. Keep up the good work!

Name: Aaron
Email: raytracing@forever.com

Datum: Mittwoch, 31 Dezember, 2003 um 19:00:25
Kommentar:
It would be really nice to be able to start the benchmark process, leave, and come back the next day with results from all the different configurations. Is there an option in the RealStorm Bench2004 program to run through the (10) most common benchmark configurations and then have them automatically save to the local database file? If not, could this be added for the next version?

Name: RAZOR
Email: razorunreal@hotmail.com

Datum: Donnerstag, 18 Dezember, 2003 um 12:40:25
Kommentar:
I saw someone said that you're engine left no time for physics. That made me think: If you want to have the only realtime raytracer with physics, then check out www.tokamakphysics.com. I tried the demo with 20 ragdoll's all landing on each other and the most time the physics ever took was 8 miliseconds. I only have a 1ghz processor too. I really doubt you'd notice that with how demanding that engine is. And realisticly simulating 20 dead people landing in a heap on some steps is a more demanding task than you're likely to want.

Name: andre krause
Email: post@andre-krause.net

Datum: Freitag, 12 Dezember, 2003 um 14:06:48
Kommentar:
is the angine free for use in freeware gamedev ? i found no information regarding usage of the engine on your website. i would be pleased to hear something from you. look at my homepage: http://www.andre-krause.net . maybe your engine would be the first to render rtrt tetris ?!?

Name: Ravenmeifter
Email: amiga030@hotmail.com

Datum: Donnerstag, 4 Dezember, 2003 um 06:53:29
Kommentar:
Superb! now i cant truly test my CPU & RAM! thankyou to those responsible for this application, And ppl that use this or are going to then READ the READ ME file within the archive it sates "4. What Hardware is used? ------------------------- The RealStorm Engine calculates everything with the processor and uses a lot of memory, it does NOT use your 3D-Hardware. You may ask why does it not use my 3D-Hardware? The answer is simple, your 3D-Hardware can't do what the RealStorm Engine does." So again i say thankyou for the true calculations regs, ravenmeifter / Independant (Australia)

Name: boblet
Email: bob@systementerprises.com

Datum: Mittwoch, 19 November, 2003 um 16:49:22
Kommentar:
Extremely cool Think someone else asked about multiprocessor speeding this thing up but I was wondering, can you use multiple machines with a high speed network(gigabit or some such) to get more performance? Anyway, this is going to be the future of 3d visualisation generally and it actually runs at an bearable speed on my humble machine! :)

Name: MegagerZ
Email: megagerz@list.ru

Datum: Sonntag, 19 Oktober, 2003 um 12:22:31
Kommentar:
Good day. How can i get the full version of your engine? We are game developing team and we making a new RPG game. We think we can make intellenget rpg as fallout + very good action. Our project is not commercial, but if we can find publisher we can pay you for your engine. We have very good modellers, animators and other professionals. I would consider that we could have mutually advantageous and very fruitful cooperation. MegagerZ

Name: bsp
Email: iwontgivemynametoamachine@somewhere.org

Datum: Sonntag, 19 Oktober, 2003 um 03:14:43
Kommentar:
good work!! have you ever considered to create a hw version of your renderer? (i mean by developing a custom chip or licensing the renderer) practically this is probably not really usuable in commercial software since there is e.g. not much (if any) cpu time left for a physics engine (got ~13fps on my amd barton2500+ which otherwise rocks with hl2 ..) a 3D plugin / viewer for browsers would be nice in order to use this engine for 3D rich media applications (e.g. product portfolios..you probably know the "viewpoint" engine..) anyway.. this is also a very nice prototype for the future generation of 3d cards-- and its cool to finally see something different than all those "standard" h/w 3d routines used by most demos released today keep on hacking ! :)

Name: ELIAS
Email: SWEDEN

Datum: Freitag, 17 Oktober, 2003 um 23:52:10
Kommentar:
THIS IS THE BEST BENCH MARK EVER!!!

Name: Thom

Datum: Freitag, 17 Oktober, 2003 um 04:30:04
Kommentar:
New benchmark is sweet. Liked the demo #1 scene best, but #5 was a nice touch.

Name: Slator
Email: Slator@you.wish.to.know

Datum: Donnerstag, 16 Oktober, 2003 um 16:57:52
Kommentar:
Hi TTS and Bull, good that you released the new version before wintertime, so you make sure that the cpu keeps the room heated well :-D very nice new features and another bunch of stunning new effects... keep up the good work and always keep in mind our old slogan: do it one-framed or don't do it ;-D

Name: a0a
Email: see@foryourself.com

Datum: Mittwoch, 15 Oktober, 2003 um 01:18:44
Kommentar:
Glad to see you guys are still pushing the mark!! :) Hope to see more of you guys in the scene soon again! :)

Name: davepermen
Email: davepermen@hotmail.com

Datum: Dienstag, 14 Oktober, 2003 um 17:05:40
Kommentar:
hehe.. the new bench is great. i have to congratulate you.. now i'm looking for first athlon64 raymark results:D

Name: Optimus/Dirty Minds^Nasty Bugs
Email: optimus6128@yahoo.gr

Datum: Dienstag, 14 Oktober, 2003 um 13:12:48
Kommentar:
I am just signing to the guestbook. The RTR engine is simply wow amazing!

Name: FlipLeFrog (ex-Starfox/oxy)
Email: flip@lefrog.org

Datum: Sonntag, 21 September, 2003 um 06:44:05
Kommentar:
hey ppl, didn't see ya for a long time! Any meetings left?

Name: bolts
Email: biz_olts@yahoo.com

Datum: Samstag, 6 September, 2003 um 19:42:48
Kommentar:
Impressive. I especially like your use of booleans (in the benchmark). Have you considered photon mapping for lighting, instead of radiosity? You seem to have the ray intersections very streamlined, so it wouldn't be too much of a challenge. Did I read that there is no assembly code? SIMD instructions should give you a 4x performance boost. bolts

Name: Mads Nielsen

Datum: Samstag, 30 August, 2003 um 11:38:24
Kommentar:
Hey Michael. I got a name for the next demo: "Suck in the nature" *S*. Nice to see your latest demo. Keep Cool.

Name: Mighty Chef
Email: n/a

Datum: Mittwoch, 20 August, 2003 um 09:18:39
Kommentar:
Lovely & useful utility, great site ;) Keep going ppl !

Name: Mexx
Email: lamers@work

Datum: Freitag, 15 August, 2003 um 23:08:39
Kommentar:
Hey Markus Seems you haven´t got any Idea of coding. Sorry i think you are nothing but a lamer.

Name: Markus Weigand
Email: incoming@markusweigand.de

Datum: Donnerstag, 14 August, 2003 um 13:13:43
Kommentar:
Yeah, the programms are very impressiv from a programmers POV, but ultimatly they SUCK. The benchmark and the demos look like 97 Demos. Low framerates even with high end systems and the notorious undersampling artifacts arent set off by a few nice reflections that could easily faked with EMBM or pixel shaders. Yeah, it is quite an archivement to get even that much speed and quality out of raytracing, but i cant stand all those people saying "yeah, low res, shitty framerate, but look, its realtime raytracing, how impressive!!!".

Name: Olli/!255Blank
Email: olueke@uni-bremen.de

Datum: Mittwoch, 30 Juli, 2003 um 07:11:05
Kommentar:
nice work

Name: Roland Ballbeiter
Email: info@ecowasvault.biz

Datum: Montag, 28 Juli, 2003 um 14:22:25
Kommentar:
WOW!!! I'm really impressed guys, keep up this cool work!

Name: Roy
Email: roymasson@yahoo.com

Datum: Samstag, 26 Juli, 2003 um 14:43:33
Kommentar:
Have'nt checked out the Scene for a couple of years. Got bored seeing the same old shit. NOW THIS IS NEW! Full Marks Guys, You are REALTIME GODS ! Keep up the good work ( any chance of the source code ? ) ( :

Name: tH4b0Mb
Email: mgbombjack@gmx.net

Datum: Mittwoch, 16 Juli, 2003 um 03:49:42
Kommentar:
lol @ elvis. the 'no-gpu' idea is what makes this engine so nice. all your nice geforce and radeon cards can only do what they are programmed for. if u ever want to have an effect the card doesn't support, u're busted :|

Name: Elvis33

Datum: Montag, 14 Juli, 2003 um 10:25:46
Kommentar:
Nice, but where is the performance? It makes no sense to code an engine which uses the CPU in such an extensive way !!! We have GeForce and Radeon! This engine is beautiful but useless for games and stuff... Try selling it to Discreet... their raytracing in 3D Studio Max is very slow... good job... keep on coding

Name: Elvis33

Datum: Montag, 14 Juli, 2003 um 10:25:33
Kommentar:
Nice, but where is the performance? It makes no sense to code an engine which uses the CPU in such an extensive way !!! We have GeForce and Radeon! This engine is beautiful but useless for games and stuff... Try selling it to Discreet... their raytracing in 3D Studio Max is very slow... good job... keep on coding

Name: dja
Email: junk@djand.com

Datum: Mittwoch, 9 Juli, 2003 um 03:39:53
Kommentar:
How likely is it that a linux version will be written? This could be a great cross-platform benchmark and library.

Name: eXity
Email: why@against.nature

Datum: Donnerstag, 12 Juni, 2003 um 20:53:31
Kommentar:
Okay, nice engine - I'm impressed! But why the hell are you against nature??? That is the dumbest advertisment sheme ever. "Huh, we gotta be against something ... let's be against nature!" "Yeah, that sounds cool" "Yeah - huhuhuhuuu"

Name: Geburah
Email: geburah@jazzfree.com

Datum: Donnerstag, 12 Juni, 2003 um 12:56:47
Kommentar:
¿ Only Windows ?

Name: Dimenty
Email: dimenty@umail.ru

Datum: Samstag, 7 Juni, 2003 um 10:00:23
Kommentar:
Will it work faster on multiprocessor systems?

Name: Dominic Sotirescu
Email: dominics@rogers.com

Datum: Dienstag, 27 Mai, 2003 um 17:21:01
Kommentar:
Very impressive! Is this engine for sale or download?

Name: Peace
Email: hhpeacekz@hotmail.com

Datum: Montag, 19 Mai, 2003 um 17:52:27
Kommentar:
Never seen such good raytracing very imprecive, i whould like if someone give me links where i could read more about this technology (math part of this) i started to learn about it not far ago

Name: Hansel

Datum: Sonntag, 11 Mai, 2003 um 20:22:50
Kommentar:
hmm, da liest man die netten kommentare und was wünscht man sich? genau, dass es auch auf dem eigenen computer läuft. deshalb meine bitte: könntet ihr die demos nicht auch auf freeBSD/MacOSX portieren? naja, ein versuch wars wert ;-)

Name: MICHAEL ROHL
Email: M_ROHL@HOTMAIL.COM

Datum: Sonntag, 27 April, 2003 um 21:14:00
Kommentar:
THIS DEMO KICKS MY COMPUTER'S ASS. 16FPS ON 640X480 WITH ATHLON XP 2100, 512MB 333MHZ RAM, AND RADEON 9700PRO

Name: Finix
Email: ziocleto@libero.it

Datum: Sonntag, 27 April, 2003 um 18:05:03
Kommentar:
Im really impressed guys, cool work!

Name: Pisal S.
Email: pisal@cycle-soft.com

Datum: Sonntag, 27 April, 2003 um 17:44:22
Kommentar:
Whoa!!!! Eyes pop open. Cool!!!!

Name: LGDT
Email: lgdt@mailbox.hu

Datum: Samstag, 26 April, 2003 um 19:50:16
Kommentar:
wow.

Name: TooMuchCoffeeMan
Email: zaphod@kmfms.com

Datum: Freitag, 25 April, 2003 um 12:19:08
Kommentar:
Rockt mindestens genauso wie Oxyron damals :) Keep Up....!

Name: Merlin
Email: merlin_luedicke@hotmail.com

Datum: Donnerstag, 17 April, 2003 um 17:55:23
Kommentar:
really nice demo(s) :) just wanted to note that if u manage it to "port" your raytracing engine into a streaming model (on the inet there are lots of infos about this) u could use the power of modern gpus (~50 gflops on a gforcefx or ~200 on a p10(wildcat vp)), u "just" have to code some pixelshaders. imagine a scene 50 times as complex as yours rendered in 1024 with 30fps...

Name: JustAGuest

Datum: Mittwoch, 2 April, 2003 um 15:52:40
Kommentar:
Check http://www.openrt.de for some really impressive RTRT on a cluster

Name: General Failure

Datum: Freitag, 28 Februar, 2003 um 22:20:28
Kommentar:
Great work. Is there a chance to get a API?

Name: Joachim Graesser
Email: incum@t-online.de

Datum: Mittwoch, 29 Januar, 2003 um 14:37:18
Kommentar:
Hi ! Fantastic work. How did you got it that fast ? How many of your code is written in asm ?

Name: Anarchist

Datum: Sonntag, 26 Januar, 2003 um 10:53:58
Kommentar:
Nice work. Federation Against Nature (and stupid socialist shitheads) !!!

Name: David Sporn

Datum: Donnerstag, 23 Januar, 2003 um 09:59:32
Kommentar:
Nice work. I noticed that antialiasing give better average and worst-case results.

Name: Ken Shumway
Email: kenshumway@msn.com

Datum: Samstag, 18 Januar, 2003 um 16:45:18
Kommentar:
I am puzzled. Where do I get the program? I downloaded the only item that appeared to be an application, the latest Benchmark.exe, expecting to get some kind of demo or an engine with a user interface with which one can create rendered images. If this is shareware, where do I download it. If this is for sale, where do I buy it.

Name: Danzig
Email: danzigglt@gmx.de

Datum: Montag, 13 Januar, 2003 um 16:56:31
Kommentar:
(ARGH, the guestbook is erasing html-tags) Hy TTS, your engine is just a hidden feature in windows... look here: http://www.mdc.de/images/TTS-Engine.gif ;) Just kidding... TIN hat bald wieder ne richtige Matte aufm Kopp :)

Name: Danzig
Email: danzigglt@gmx.de

Datum: Montag, 13 Januar, 2003 um 16:55:25
Kommentar:
Hy TTS, your engine is just a hidden feature in windows... look here: ;) Just kidding... TIN hat bald wieder ne richtige Matte aufm Kopp :)

Name: MC Laser / The Sirius Cybernetics Corp.
Email: lotekstyle@lotekstyle.de

Datum: Montag, 30 Dezember, 2002 um 16:34:52
Kommentar:
TSCC WANTS "KNIGHTS" ... NOW! :)

Name: Mankeli
Email: hno3@mbnet.fi

Datum: Montag, 23 Dezember, 2002 um 21:53:54
Kommentar:
Realstorm looks great, sometimes even more real than those fancy T&L hardware-accelerated polyengines.. You absolutely want to tell me some tricks about object rotations and stuff.. :) - Mankeli / Hno3

Name: Sepp Jo. - RISK
Email: seppl@risky.de

Datum: Montag, 25 November, 2002 um 19:39:17
Kommentar:
Hi TTS, The "Realstorm Engine" is great. Something completely different :o) in the actual scene ;) cu Seppl

Name: GUYMAN
Email: GUY@HOTMAIL.COM

Datum: Freitag, 22 November, 2002 um 08:00:06
Kommentar:
ALREADY DONE

Name: GUYMAN MUGU
Email: GUYMAN@MUGU.COM

Datum: Freitag, 22 November, 2002 um 07:59:02
Kommentar:
ALREADY DONE PLEASE LOOK FOR ANOTHER ONE

Name: Cheshyrekatt
Email: cheshyrekatt@hotmail.com

Datum: Freitag, 22 November, 2002 um 06:25:21
Kommentar:
Excellent! I've been waiting for someone to actually start to test this level of rendering. Polygons are getting boring....thanks and keep up the great work!

Name: davepermen
Email: davepermen[at]web[de]

Datum: Donnerstag, 21 November, 2002 um 17:09:22
Kommentar:
hyllöchen, keep up the good work.. it's still fantastic, and gets bether and bether.. btw, your soft shadows.. how you do them? multisampling? if you don't know this yet, read this: http://www.cs.utah.edu/~bes/papers/ coneShadow/shadow.html or the paper.. http://w3imagis.imag.fr/Membres/Cyril.Soler/ DEA/Ombres/Papers/Parker.pdf anyways, really good work.. can't wait for my p4 3.06 HT, overclocked to i hope quite a bit over 4 giga.. 4.6 or so.. ... uhh that'll be fun to trace rays then:D

Name: FooLman

Datum: Mittwoch, 20 November, 2002 um 07:18:05
Kommentar:
This benchmark stuff really kicks ass. Keep up the good work guys. Teh futare si tihs! :)

Name: darklite
Email: darklite(at)gmx(dot)net

Datum: Montag, 18 November, 2002 um 22:39:10
Kommentar:
Great stuff... Nice to see you guys are trying to promote realtime raytracing outside the demoscene. Perhaps it's possible to sideload some of the calculations to the 3D card (bounding boxes, ...)?

Name: Banana Joe
Email: hallo@hallo.com

Datum: Freitag, 15 November, 2002 um 17:05:57
Kommentar:
Buh! =))))

Name: SYN7HOR
Email: synthor@ninjacontrol.com

Datum: Montag, 11 November, 2002 um 20:25:53
Kommentar:
Wow, very cool. It's nice to see there's actually happening something in the realtime-raytracing world. These techniques will dominate the gaming world in the future.

Name: Tom
Email: tomfields81@hotmail.com

Datum: Montag, 11 November, 2002 um 15:01:48
Kommentar:
It doesn't work! I get the error message...cannot set display mode. :-(

Name: Karisma
Email: f.calabresi@dsae.finmeccanica.it

Datum: Montag, 11 November, 2002 um 09:39:51
Kommentar:
I found you...and i'll never leave to make all the future 3D works to my MATROX G400 anymore...With my Athlon XP 2.200 Ghz i'm waiting for a new production of total virtual reality with my favourite engine "realstorm" Karisma

Name: Nick
Email: nick@realstorm.de

Datum: Sonntag, 10 November, 2002 um 11:14:24
Kommentar:
NICK WAS HERE

Name: Andronova

Datum: Mittwoch, 30 Oktober, 2002 um 03:02:07
Kommentar:
Hot realtime raytraced action! I can't wait to try this on my new 100 GHz 64-bit Clawhammer. Still awaiting the Gameboy Advance port... Seriously though, cool stuff. This be da future!!

Name: davepermen
Email: davepermen[at]hotmail[dot]com

Datum: Montag, 28 Oktober, 2002 um 17:16:03
Kommentar:
there is no sse,3dnow,mmx yet in? thats all plain c? that is simply amazing! i hope you get in touch with some new compiler like .net everett or the intel compiler to just try it one time (still with the c-code) with sse and 3dnow (sse2 even?:D). would be interested in the possible speedboost.. at least that sounds _very_ promising..

Name: SlamDunk

Datum: Samstag, 26 Oktober, 2002 um 17:43:27
Kommentar:
Although I only have a Athlon TB @ 933MHz + 512MB SDR it does not stop me from enjoying your benchmark =) I am eagerly awaiting your next benchmark. Nice work. Respect.

Name: Yazoo
Email: Kopacek@gmx.de

Datum: Freitag, 25 Oktober, 2002 um 13:02:25
Kommentar:
nice work, i see you extremely improved the engine since i got to see a version long time ago :-)

Name: Slator
Email: Slator@spamsucks.c64.org

Datum: Freitag, 25 Oktober, 2002 um 12:33:01
Kommentar:
A fast hello to all FAN guys. I never guessed that the engine would end up like it is now when I saw the first version. Hope that the new version will be out soon as the radiosity effects are really promising (even when it is more likely a dia-show than 100 fps) Keep up the good work... see you soon

Name: aNa|0Gue
Email: analogue@glop.org

Datum: Donnerstag, 24 Oktober, 2002 um 14:02:14
Kommentar:
this this is pouëtish !

Name: Encoded
Email: -

Datum: Donnerstag, 24 Oktober, 2002 um 09:49:35
Kommentar:
Great engine, I was getting tired of polygons, now all you need to do is get this thing into hardware so it's fast enough for games. It's worth to try.

Name: Romulo Cholewa
Email: rmc@rmc.eti.br

Datum: Donnerstag, 24 Oktober, 2002 um 04:23:54
Kommentar:
I would like to congratulate everyone who made this app / engine possible. It really shows us how far we are from the graal of 3D performance TOGETHER with quality, even with awesome GPUs from nVidia and ATI. Keep up the good work.

Name: davepermen
Email: davepermen[at]hotmail[dot]com

Datum: Donnerstag, 24 Oktober, 2002 um 00:42:31
Kommentar:
i'm first! i congratulate you, i liked it from the first day i knew of it. i'm active at raytracing myself, want to see this as the future method on gpu's/vpu's.. wish you the best with your project, can't wait for the next demo-benchmark.. (and i _love_ the c-button.. :D) btw, any game in planning? i've seen "the race" but there's nothing about it yet official.. anyways, good night.. i'm first! :D

Name: Michael Piepgras
Email: contact@realtimeraytrace.de

Datum: Dienstag, 22 Oktober, 2002 um 18:53:44
Kommentar:
Welcome to our guestbook, feel free to add any comment about raytracing or RealStorm. If you have any questions or ideas for features write it down here or send an email. We are sorry that the guestbook pages are in german, but our provider does not allow to use any other scripts. Thanks, TTS/ F.A.N. / Oxyron