@ropeburn6684 i think the above poster had it right, it unpacks while loading, then pre-calculate suff before running. Some graphics FX can be made real-time. The total memory used is likely several Mb.
Epic demo. I've had it in my collection for a long time. Farbrausch are the best. And this demo reminded me of the film and book by Stephen King "The Langoliers". Destruction of the world.. 💥
After 15 years, it's still impressive, not because of RTX, DLSS, or other fancy features, but because of its design, compact size, and demoscene's spirit.
Can we expect more of such projects with super low filesize? I really miss them :( I played the kkriger like 30 times already lol, it, debris and fr08 blow my mind every time.
Is it always exactly the same when you execute it? Like, the rotation of the cubes in the streams and the debris falling down/floating up? Or is it somewhat randomized at rendering time?
Yes, it is exactly the same every time. There's an ongoing discussion about why demos aren't more interactive or at least random because technically it couldn't be easier to implement, but most arguments boil down to artistic control - as soon as it's so random that you can really spot the difference, chances are a significant portion of runs will just look shit. Same with interactivity - even giving the viewer control over the camera will most probably result in them missing all the good stuff. There are demos that have some random or slowly changing element or which you as the viewer can interact with. But those need to be designed from the ground up for that purpose to still give you a good experience, and most people in the scene are simply not interested in that aspect and all the additional work it brings with it.
Like, this thing alone gets 3000 FPS on my computer. You can press Win + G to check the FPS. Make sure that you have Windows 10 and up. Use Fraps if you got a lower version of Windows.
A GeForce 1050 in my new laptop. But I cheated - debris still plays along well with kkapture ( www.farb-rausch.de/~fg/kkapture/ ) so the recording was in non-realtime and actually stuttered along at 5 real fps while the demo thought it'd be 60 :). But that allowed me to crank up AA and AF to maximum so the floors and walls never looked as good :D
A milestone of demo crafting.
180 kb. Pure magic.
Must be the actual code, not all the graphics/music/16-bit samples included in 180 kb right?
I see the file is 180kb so likely a heavy compressed end file, but when run it unpacks - it will be a couple Mb's in RAM.
@@jmp01a24it generates all the graphics and music while loading
@@jmp01a24 177kB total size. Graphics and music are generated realtime.
@ropeburn6684 i think the above poster had it right, it unpacks while loading, then pre-calculate suff before running. Some graphics FX can be made real-time. The total memory used is likely several Mb.
Epic demo. I've had it in my collection for a long time. Farbrausch are the best.
And this demo reminded me of the film and book by Stephen King "The Langoliers". Destruction of the world.. 💥
I always loved this demo, they also made a FPS game that used procedural generation I do believe.
That would be ".kkrieger", yeah... ruclips.net/video/2NBG-sKFaB0/видео.html :)
I still remember the first time I saw this. Please upload all of them.
Just yesterday I watched the Breakpoint 07 live video of when this played. Glorious. I watch it on my machine from time to time.
I have no words.
(a senior sw eng.)
After 15 years, it's still impressive, not because of RTX, DLSS, or other fancy features, but because of its design, compact size, and demoscene's spirit.
i for one welcome
the cubes.
More of this please sir!
Can we expect more of such projects with super low filesize? I really miss them :( I played the kkriger like 30 times already lol, it, debris and fr08 blow my mind every time.
Oooh, I love seeing reality treated with such disregard. Haha reality - take that! Dance for me!
Damn shaun white skate 2 looks lit
Is it always exactly the same when you execute it? Like, the rotation of the cubes in the streams and the debris falling down/floating up? Or is it somewhat randomized at rendering time?
Yes, it is exactly the same every time. There's an ongoing discussion about why demos aren't more interactive or at least random because technically it couldn't be easier to implement, but most arguments boil down to artistic control - as soon as it's so random that you can really spot the difference, chances are a significant portion of runs will just look shit. Same with interactivity - even giving the viewer control over the camera will most probably result in them missing all the good stuff.
There are demos that have some random or slowly changing element or which you as the viewer can interact with. But those need to be designed from the ground up for that purpose to still give you a good experience, and most people in the scene are simply not interested in that aspect and all the additional work it brings with it.
Like, this thing alone gets 3000 FPS on my computer.
You can press Win + G to check the FPS. Make sure that you have Windows 10 and up.
Use Fraps if you got a lower version of Windows.
Its to have a 2160p video of debris on yt. btw, which gpu used for recording this 2160p version?
A GeForce 1050 in my new laptop. But I cheated - debris still plays along well with kkapture ( www.farb-rausch.de/~fg/kkapture/ ) so the recording was in non-realtime and actually stuttered along at 5 real fps while the demo thought it'd be 60 :). But that allowed me to crank up AA and AF to maximum so the floors and walls never looked as good :D
+kb Nice sneaky move :)
is there youtube channels of other farbrausch team?
Oh wow, makes me feel that my cubes were so tame:
www.flickr.com/photos/eupalinos/40284711581/in/photostream/
Is only 177kb.
source engine