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Unreal by Future Crew

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Cited on HN 4 times, 2020–2024, never outright recommended score 0
Years with an HN recommendation, 2007–2026

Cited as a landmark demoscene piece that astonished people with what a PC could do.

The first-place PC demo at Assembly 1992, Unreal by Future Crew, showing real-time effects such as palette-based wormholes.

“Half the things in XScreenSaver or Future Crew's Unreal were things it was really surprising to see” (HN, 2020)

3 citations · 1 jokes · Demos

4 Hacker News comments

From the HN archive; up to 20 kept per video, favoring different commenters. Recommendations first.

@SyneRyder Jan 2020 Cites it
on HN thread Demoscene, the secret behind Finnish game industry
The Future Crew demo before Second Reality was actually called Unreal [0], hence that track name Unreal II. The Unreal video game soundtrack was also from demoscene musicians. The one I remember most was "Mechanism Eight" [1] from Unreal Tournament, written by Andrew Sega, aka Necros in the demoscene. He's also got a couple of great non-demoscene solo albums as The Alpha Conspiracy, worth looking up on Spotify. [0] [this video] [1] [link]
Future Crew demo whose name the soundtrack track references
@kragen Feb 2020 Cites it
on HN thread Aggressively Stupid: The Story Behind After Dark (2007)
Read more
Part of the difficulty is that technical feasibility of the software is no longer as much of a limitation. Half the things in XScreenSaver or Future Crew's Unreal [this video] were things it was really surprising to see on the screen of a computer in 1993, especially one that wasn't a $50000 SGI. But now pretty much anything you can see, you can record an HD video of, and your $100 hand computer is fast enough to play it back in real time. So there's no longer the wonder factor of "how is this even possible? Am I dreaming?". Except sometimes there is. Like with Deep Dream. Or GPT-2. Or the Looking Glass light field display. Or GauGAN. Or a lot of math things. Or topology optimization. Or Wikipedia. But I do think it's a constant danger, forgetting that this stuff is supposed to be fun.
1993 demo that astonished viewers with what a PC could do
@boomlinde Feb 2024 Cites it
on HN thread How video games use lookup tables
Yes, you could for example achieve the tunnel effect described above with a 16x16 or 32x8 texture using a 256-entry palette. Unreal by Future Crew has an effect that comes to mind that is probably implemented exactly like that (on VGA mode 0x13), just more of a wormhole than a tunnel: [this video]
Demo with a palette-based wormhole effect
@crtified Oct 2023 Makes a joke
on HN thread 4D Gaussian Splatting for Real-Time Dynamic Scene Rendering
Read more
Ha! Or Rule 34a, "every sufficiently observed phenomenon, has just become somebody's new fetish". Although actually, and on a slightly more innocent (but just as edgy!) note, the thing that immediately popped into my head upon reading "4D Gaussian Splatting", was the music from the 1992 Future Crew demo Unreal, and the image of it's inter-scene title screens. ["IYKYK", but basically, that famous old PC demo consists of several short sections, each showcasing a particular coding/graphical technique - each section prefaced by a title screen which named the effect being showcased.] YT of Unreal demo, as citation for this highly-important observation : [this video]

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