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Planetary engine that can be used with real elevation data of arbitrary resolution, while being progressively enhanced by fractal algorithms. The fractal algorithms refine and introduce details down to centimeter resolution and can be parametrized by elevation and land class data. A completely random fractal terrain is possible too, or a terrain can be sketched in rough resolution with fractal generating the details. Level of detail ranges from thousands of kilometers down to centimeters, with full visibility. The engine is fully asynchronous, majority of the algorithms running on the GPU while the rest is distributed to multiple CPU cores.

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Add media Report RSS Procedural grass in Outerra
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Radar11m
Radar11m

nice

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vamperium
vamperium

very nice indeed

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Aurel_Tristen
Aurel_Tristen

This is, without question, the BEST looking real-time grass I've EVER seen. Actually, if I could get my pre-rendered grass to look this good I'd be happy. Simply fantastic.

I can only guess you've found a way to make that grass VERY cheap to render?

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cameni Author
cameni

Well, it's not the cheapest thing under the sun, but it utilizes the GPU well: 45m distance, 400,000 blades, 2mil triangles, takes 5-6ms from frame time on 6850 card

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nokanomi
nokanomi

Out of curiosity, what kind of hardware does it take to run this at a decent frame rate?

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