Graphine announced today that it will be bringing movie-like graphics to real-time, be it games or VR experiences. As the press release reads, this accomplishment is made possible by Graphine’s advanced texture streaming middleware ‘Granite SDK’.
Granite can handle ultra-high quality 3D scans and hand painted objects or characters that are commonly used by VFX studios. Even at this ultra-high quality, the greatly optimized SDK supports 4K screen resolutions at 90 frames per second for an extremely detailed Virtual Reality experience.
At the Game Developers Conference in San Francisco (March 4th – 6th), Graphine will illustrate this feat by showcasing the RISE VR DK2 Tech Demo created by the VR software developer Nurulize.
“The development of this project was led by Scott Metzger, a 15 year VFX industry veteran and Nurulize’s Chief Creative Officer. Scott is a pioneer in the use of 3D scanning for real-time visualization. His vision and attention to detail resulted in the RISE VR’s unparalleled photorealistic visual quality. The demo uses Granite SDK to handle the massive amount of HDR texture content to achieve this quality. RISE VR will be running in real-time at booth 101 on the GDC expo floor. A movie comparison between the previously offline rendered demo and the real-time rendered version using Granite can be found here.”
Over the last two years, Graphine has added essential features to their Granite SDK to support the aforementioned new level of visual quality in real-time applications. Granite was designed to handle very dense virtual scenes, both indoor as large open worlds and outdoor environments. The middleware allows 8 bit and 16 bit HDR textures, and easily imports UDIM content or large texture sets created with MARI or Substance Painter for example. Besides a stand-alone SDK, Granite is available as an easy-to-use plugin for Unreal Engine and Unity 3D.
High resolution Virtual Reality displays require a lot of texture content to reach the [AD1] highest possible visual quality. Granite SDK is built to handle just that, and, by limiting the performance impact, Granite can handle this at 90 frames per second rendering for the best possible Virtual Reality experience.
To further support the VR community, Graphine is now offering a prototyping subscription for its stand-alone SDK, as well as the Granite plugin for Unreal Engine 4.
Enjoy!
OFF-LINE RENDERED USING VRAY
RISE VR DK2 TECH DEMO RUNNING IN REAL-TIME USING THE GRANITE SDK

John is the founder and Editor in Chief at DSOGaming. He is a PC gaming fan and highly supports the modding and indie communities. Before creating DSOGaming, John worked on numerous gaming websites. While he is a die-hard PC gamer, his gaming roots can be found on consoles. John loved – and still does – the 16-bit consoles, and considers SNES to be one of the best consoles. Still, the PC platform won him over consoles. That was mainly due to 3DFX and its iconic dedicated 3D accelerator graphics card, Voodoo 2. John has also written a higher degree thesis on the “The Evolution of PC graphics cards.”
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What is “enjoy” at the end of the article for? Should I enjoy? Screenshot? Video? Or Advertisements?
The videos.
Cool let me test at on my PC and I believe every word you writed.
They should release that RISE VR tech demo to the public, that video looks too good to be true.
Is that Matthew McConaughey ? 😀
http://static1.squarespace.com/static/5480f3a0e4b082d85a1cbbff/54a1b1e2e4b0cddb26d0d722/54a1c04ee4b0aae8e22381f1/1419886671173/rise5_1280_720.jpg
” supports 4K screen resolutions at 90 frames per second ”
Read that carefully. I suspect you’ll need a couple top-end GPUs to accomplish this in real time.
Not beyond reason though. Especially based on how little geometric complexity the scene apparently had (If that wire frame was accurate)
Of course. But that will scale down over the next 5-7 years and beyond. It’s always the early adopters who have to foot the big bill at first, but eventually all of us will be experiencing this incredible tech.
You could experience it now. Only not at 4k90. That’s simply a functional limit of the middle-ware, based on how it’s worded.
and peasants think the order has cgi quality.
Derp didnt say a word about this until it was confirmed for ps4.
Honestly it is quite close to CGI quality. Very good looking for a console game but probably due to how small the environments are and how linear the game is. And the environments aren’t as good looking as the models but overall it’s a really good looking game 🙂
If you get close to some objects and take a screenshot and remove the black lines you will see its not thing special it uses the black bars and the blur effects to make the game look more “cinematic” and thus “photoreallistic” than it actuall is.
It is a great looking game, but its close to CGI from years ago not to curent standards which is what this video is.
it does though. tell me when this new tech has playable games.
UE3 was the most used engine across platforms (wasn’t best for sure), UE4 seems to be less used but still many games are developed and more will be in the future. So near future ^^
same day sony will stop growing fanboy morons in denial who think that everyone had a smear campaign against the order and the entire gaming press is biased towards sony.
Yeah all I see at those the order pictures tells me it’s just a F*KCN ugly filter to hide all that sh*t the weak console cant handle. And that is allways that ways with consoles.
Just plain and simple blurry mess!
Same as FXAA,TXAA, and other post process filters many PC games use.
If you take a look at the order while being close to objects and remove the black lines you will notice that what remains isnt that impressive and the game has various “cinematic” filters like blur and post procession to look better than it actually does.
I know mate, said it on several places, it’s nothing to rave about but those peasant are way to stupid to get how weak the pathetic PS4 really is.
One look at the ps4 hardware and even an idiot should know that no magic will happen there!
I think The Order looks stunning and I am not console gamer nor owner, not for 20 years anyway. Most of exclusives games from sony look stunning, even more if you realize how weak (100W TDP) PS4 is to high end PC. Yet PC never get close to efficiency consoles have for decades.
All PC has are those demos and lets hope DX 12 will change that.
You using W instead of actual power of the hardware?
by that logic take a look at the gtx 480 and the 750 ti, similar perfomance.
Yes. In order to show efficiency.
Even though consoles are using 2 gens. old architecture, they can still be much more efficient. Visual quality in this particular game could not be achieved on pc with 100W TDP. Not now and certainty not with 2 years old HW.
Logic you presented just state that performance/TDP efficiency rise in time with new architectures/manufacturing process. Point is that even with this benefit newer PC cannot match consoles in visual quality per watt due lack of low level API an heterogeneous architecture.This will change soon though with DX and Vulcan
that is laptop argument really. just like laptops consoles are weak and will remain weak.
This is very impressive, VR tech keeps getting better and better.
I dont mind VR, but lot of those techs can be applied in different platforms which is the important.
I’m so goddamn excited about VR that I want to punch something.
Ehh, I always find tech demos like these a bit misleading. Sure, you’ve got an entire 3D-scanned environment there, which looks ace, but you’ll notice there’s barely any real-time effects going on. It’s a photographed scene, so no real-time lighting. Barely any postprocess effects save some HDR light attenuation at the middle of the clip, no noticeable specular, normal, or any kind of material data, not to mention no game-logic, all of which are necessary components of any real-time VR application striving for realism.
Saying it runs at 90FPS is completely irrelevant because there are dozens of other considerations for any real-time game engine which the demo doesn’t factor in. There’s no mention of typical VRAM footprint, which is strange considering the WHOLE POINT of streamed textures is to minimise VRAM usage.
All I see is “Compress your textures up to 60%!” 60% of what?