Bruce Dell of Euclideon & Holoverse Interview

It's been five years since we last heard from Bruce Dell of Euclideon about its Unlimited Detail Technology and how he saw it changing the gaming world. Since then Bruce has not been sitting on his hands, and are now delivering the Holoverse VR / AR experience to the folks Down Under. And a new video showing this off!


Q20: What are the CPU load and memory requirements to run the Holoverse games? Do you get any GPU load at all when running it?

A: We don’t use any polygon or 3D graphics functions from the graphics card, but since the GPU was completely going to waste, some of my people decided to use it for point lights. They make some scenes look a lot nicer. We can output a Z-depth that is equal to a polygon Z-depth, so we can add all the GPU lighting functions and shadow. So even though we don’t need the GPU to render the graphics and the models we can still use technologies like lighting that are out there, giving our engine not only the amazing power of being able to create massive worlds but we can also utilise technologies like GPU lighting and physics.

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Q21: What hardware does it take to run the one Hologram room?


4 custom altered projectors

2 Euclideon infrared tracking systems

1 Dell computer with an Intel Xeon Processor E5-1680 v3 (Eight Core, 20MB Cache, 3.2GHz Turbo)

16G 2133MHz DDR4 (4x4GB) RDIMM ECC

AMD FirePro W5100 4GB

One infrared Encoded sound system

One camera based auto calibration system

Euclideons auto self-calibrating gyros

Euclideons own low latency alternative to Blue Tooth

A minicomputer in the belt for coordination and movement filtering (we designed the chips ourself)

One RF Id identification system

One central synchronization system to keep it all together.

Q22: Do you believe Euclideon’s atom based technology will get traction be something see highly adopted and "take over the world?"

A: Well there is a bit of logic regarding that, it suggests there isn’t any other alternative. It goes like this: the world needs more polygons to make things look real and give them real detail. Polygons weren’t created for this, they were created for hallway shooting games like Quake and Wolfenstein. They were supposed to be big, flat panels with pictures on them. In order to be used for real detail the polygons have to get smaller. The smaller they get, the better the graphics look, but the more difficult the polygons are to process. What happens when the polygons get so small that they are only 1 to 3 pixels in size? At that time, they have no need for pictures on them and they are basically the same as Euclideon’s atoms, except that they use hundreds of times more processing power. As polygons get smaller, the time will come when they will basically be atoms. When that time comes, our technology discoveries should take over from where the old polygon system left off.

A big thanks to Bruce Dell for granting us this interview. I expect in the coming weeks we might see some more coverage on his Holoverse. I am not sure I am going to be able to get Down Under to experience it first hand, but if Bruce has his way, he will be bringing his Holoverse to me instead of the other way around.

You can see the official Holoverse video below which just focuses on the experience rather than the technology.

It is a bit interesting in how Euclideon is looking to make money in this space with Unity and Unreal Engine middleware dominating the current VR landscape. After speaking with Euclideon a bit on this, it seems as though they are holding their cards close to the vest on this one, but they did discuss business models somewhat like the two industry leaders currently.

If you have follow up questions, please place those in the discussion thread and we will see if we can get those answered in a followup article.