Watching you zoom into a single black pixel only for it to expand and expand and expand until its an entire 3d volumetric scan of a living room with chandeliers and paintings is insane and will never get old
Sometimes I look at insane micro-optimizations from ages ago and wonder what would happen if someone treated each byte and instruction with such care on modern hardware. Well, here's my answer. Hope it ends up becoming whatever game/idea you had in mind!
This is the weirdest demo I have ever seen. You are just flying around in a huge voxel world runnin at ~400fps and zoomin in to random black dots that cover the entire volume scan Lol. Amazing!
I have no idea how this is possible there are so many voxels rendered at the same time but the game still keeps up at 500+ fps while rendering THE ENTIRE WORLD
I think it's because as voxels increase in distance from the camera (i.e. get further away), less of them are rendered, like how LODs work in other games. You can see this at 2:58.
UA-cam recommended this to me all of a sudden I have no idea what it is that is the end goal but whatever it is I'm sure it will be glorious as this pre-demo showcase makes apparent.
I wouldn't think this was possible today and if someone told me this would be made 10 years in the future I wouldn't believe them either. Completely blows my mind the amount of work you've put into this.
I think that what you'll find is that this is a lot of simple techniques, combined and wrapped around each other into this twisting vine of complexity. This guy has probably mastered everyone of these "simple techniques" and the real challenge for him has been putting it all together.
If a machine could compute all matter in the universe, philosophical materialists might theorize that it could know everything both in the past and future.
am i dead? what am i watching? a guy proceeds to showing a map with seemingly trillions of random voxelized places and infinity of afloated items in air...
I think you just reinvented UE5's Nanite except it runs a million times faster. This is amazing. I can't even begin to imagine how this works, and it's not even using fancy Vulkan optimizations or anything.
0:25 fun fact you can visit this room in VR, it's a steamvr community home enviroment called "Barroque, the Great Drawing Room" I have been there in my oculus I wonder if that's why I got this video recommended, would be quite eerie
Insane. I can only imagine what future games will be like with advanced voxel engines and things like 4D gaussian splatting, combined with raytracing and vr. Before long we might have projects indistinguishable from the real world.
... you're still posting?! damn! Lmao, i can't believe i'm feeling so proud of a stranger going steady on their project a year later 😂 Congrats, glad you're still having fun! :3 (๑・̑◡・̑๑) Thanks for sharing your project with us!
Easy new subscription. I’ve always been into tech and computers and games stuff like this makes me wanna really learn more on the technical side. Even as a laymam compared to a dev I can see how cool this is
@@ethangore8697 Badass. That programming flow-state has got to be one of the best feelings in the world. Keep up the great work, I look forward to seeing your progress with this!
Not sure what this is, randomly stumbled on this, but as a fellow Ethan - i fully support you and your tech endeavors. I interested in seeing more of this project so ill be following along.
Crazy how detailed and performant it is. You made the dream engine for my dream game I'm making on unity, quite impressive. I was inspired by Cube World too, but making more of scifi fantasy with driving vehicles on mars-like planet. Hopefully eventually :P
Hooooly shit. At the start I just figured you were going to load a structure into an empty desert... When you zoomed in you blew my mind. Really impressive stuff!
@@ethangore8697 Sorry to pile you with questions. I've just always wanted to work on something of this variety myself, but have always felt incredibly intimidated by the prospect of figuring out how to program rendering. 1. What language(s) are you writing this in, and what IDE are you using, if any? 2. Is this a true custom "voxel-based rendering engine" or are these pseudo-voxels rendered as quads? 3. How do you handle the LoDs? Do these update if a change is made to them? 4. Is the whole world loaded into memory all at once, coming on/off a file, or is this all just rendering straight from your code right now? If the latter, do you have any plan in mind on how you'll handle changes made to the world (or will it simply be non-interactive?) 5. Have you considered or already benching your code on a low-end PC as a test? 6. What's your end goal with this project?
@mattomanx77 No worries at all, I like answering questions about the engine. 1: This is written in c++ with opengl. I'm using the visual studio IDE but am thinking of switching to something else 2: This is all rendered using quads. But these are still considered voxels, just using surface extraction instead of a volume traversal technique 3: They will update when changes are made to them. Currently I don't have support for editing, but I had an early version in this video: ua-cam.com/video/b34b14PKt0A/v-deo.html. You can see world editing at the start, and near the end. 4: Currently nothing is saved to disc, so everything is procedurally generated in code. As for handling player changes, I'll probably just save them to disc, then when generating a chunk I'll apply the modifications that are fetched from the disc. 5: Yep I've got it working and running pretty well on a ryzen 5 7520u. Even on the igpu I didn't see it go below 100fps 6: I'd like to make a game with it at some point. But until then I guess my goal is just to keep improving the engine since I find it fun to do Thanks for the questions!
I suspect it will not be long before this is combined with a TPU that does a final pass on everything, adding detail and aesthetic effects with the output being things that look like they aren't voxels at all.
For some reason this makes me think of the scene in Neuromancer, where Case wakes up in the construct with the digital ghost of Linda Lee in her shack by the grey beach. Very interesting project!
Something like this, voxels or otherwise, are really interesting to create something inspired by the Ringworld by Larry Niven or something similar - absurd scale of the world in gaming form. Really gets my noggins going, really tickles my jimmies as an explorationist gamer. My idea is to create a persistent huge world that it auto generated and also auto culled with your state saved depending on where you go to explore, but to keep providing the sense of infinity in all directions. I bet it will soon be possible.
Not sure if it's been mentioned yet, but a technique I've heard of that fixes the floating point-related rendering issues is making the player static and the world move around them, so you are always at 0,0 and the numbers stay low
I've got this working for the rendering pipeline, but I'm unsure of how to apply this to the noise generation. Currently I'm thinking about just writing my own noise implementation that uses integer inputs instead of float inputs, but I'll look into it a bit more before starting that.
There's a dude by the name of John Lin, who's sadly kind of just disappeared after showcasing his voxel engine several years ago, seemingly because he hopes to just drop a fully functioning game out of nowhere, but I'm much happier to hear that you plan to release demos and run a discord and build a community of sorts. The common thing to say is like wow, minecraft 2, but something like this, with how far you can see, is so much more than just minecraft but more detailed, you could really do some wild stuff.
I'm not a fan of voxels, but i am a fan of scale and insane craftmenship. Kudos to you with this achievement. Given the size of voxels, I think that some sort of antialiasing could help immensly with the quality of the image. I hope you have a solution for how to populate all this space with interesting content ;)
absolutely insane world size i can think of a couple types of game that could be really amazing with a world that big obviously kind of exploration rpg would benefit from the sense of scale and detail attainable here - im getting cube world vibes almost also this might sound strange but i also think "naval" battles would be extraordinary at that scale, some kind of game where you must exchange artillery with your opponents from kilometers away
I misspoke a bit there. I am already storing everything as integers, its just that the noise library I am using only accepts floats as inputs. I might have to do my own noise implementation, idk if accepting ints into a noise function is possible. Never looked into it
I really like the canyon like sea floor, it gives a sense of megalophobia. I wonder if it is possible to make deep deep crevices or hell holes maybe even into an underground, really to upscale that megalophobia.
Really cool. Excited to see what else you post. (You might get some additional reach by adding a “devlog” tag or something. That’s how I look for vids like these and your channels awesome)
this is insane man, I don't think I've ever seen this many voxels on-screen at one time. How much of this is procedurally generated and how much is stored on the hard drive (if at all)?
@@ethangore8697I'm guessing you're using raycasting for pixel colour which means the location of terrain and other objects need to be a function of position. Will you eventually add non-generated structures with a quad tree or something? Most of the worlds terrain could reasonably be generated however like with minecraft it'd be good to see/store modifications to terrain
I don't know who you are or how you got on my recommended but this stuff is extremely cool and interesting. Hope to delve into this sort of thing myself someday. For now, I'm just your average game dev though haha. Super neat stuff, keep it up, subbed!
Here's a though - if you are able to render so much that you have to zoom in to see any detail alongside with blocks, why not just increase the scale of the world? Say you make mountains 8, 16, maybe even 128 times taller, you'll still end up with a really huge world, but now while playing in it you will not even see blocks, especially if you use some sort of denoising. You can make a blockless voxel engine out of it!
Finally, someone actually uses all 4*4*4 billion blocks in a Minecraft-like game! Normal Minecraft could be like that too with relatively minor modifications. It’s kinda weird to me that it isn’t this size.
Have you considered storing normal data in the voxels and shading them like surfaces? with voxels this small I think it would make much sense as you wouldn't be able to see the grid nature and jaggedness anymore. Could be difficult to figure out the normals though. I mean 1 normal per voxel, based on some neighborhood search to approximate a plane. Anyways, it's really impressive that you managed to render them so small and so many.
Yeah thats something I could try to do. The lighting is still very much a WIP. This face lighting was just easiest to throw together and at least provides a little depth for now
@@ethangore8697 Looking forward to seeing future updates. A long time ago I tried to make a renderer like this after seeing what atomontage is doing but I gave up at some point :')
Is this using mesh shaders? Also is this open source the sheer SIZE of this voxel map is just astounding! id love to see how it works, id love to try get this scale in my own Minecraft clone! 4 billion blocks is just so much further above anything else ive seen. The floating point precision problem seems really tough to solve though
I don't use any mesh shaders, however I do a lot of the same stuff that mesh shaders do. It's not open source for now, but I'm not completely against it for the future
Watching you zoom into a single black pixel only for it to expand and expand and expand until its an entire 3d volumetric scan of a living room with chandeliers and paintings is insane and will never get old
Did it suprise you just as much when you found out im your father?
"some house" dawg that is the most lavish living space i've ever seen in my life
Sometimes I look at insane micro-optimizations from ages ago and wonder what would happen if someone treated each byte and instruction with such care on modern hardware. Well, here's my answer. Hope it ends up becoming whatever game/idea you had in mind!
I sometimes think about that too.. it's truly amazing
No, no one does that, because it would take soooo much time.
There is always somebody who is extremely talented and suddenly start some crazy projects.
@@SioxerNikitathis guy didn’t get the memo that nobody does this
He should just sell the tech/ make a game engine out of it
This is the weirdest demo I have ever seen. You are just flying around in a huge voxel world runnin at ~400fps and zoomin in to random black dots that cover the entire volume scan Lol. Amazing!
I have no idea how this is possible there are so many voxels rendered at the same time but the game still keeps up at 500+ fps while rendering THE ENTIRE WORLD
I think it's because as voxels increase in distance from the camera (i.e. get further away), less of them are rendered, like how LODs work in other games. You can see this at 2:58.
There is a mod for minecraft that does the same thing
@quicklearner5g In Minecraft without shaders there is also no special lighting. Everything is obvious
@@destroy1440false, lighting is a great lag cause in Minecraft, even without shaders
@@giuliobisco6407 Lie. It has very primitive voxel lighting. This is not the reason for the lags at all
I don't know why, but these photorealistic scans in voxel form are very aesthetically pleasing and now I want an entire game with that style.
Teardown, workshop has lots of scans like this that you can blow up and walk around, super cool
UA-cam recommended this to me all of a sudden I have no idea what it is that is the end goal but whatever it is I'm sure it will be glorious as this pre-demo showcase makes apparent.
Was going to comment the exactly same thing
I wouldn't think this was possible today and if someone told me this would be made 10 years in the future I wouldn't believe them either. Completely blows my mind the amount of work you've put into this.
I'm looking at it right now and even now, I can't believe what I'm seeing.
If this could become as interactive as something like Teardown this has massive potential
My brain can't even begin to THINK about even ATTEMPTING to learn how all of this works. Insanely impressive!!
same lol
I think that what you'll find is that this is a lot of simple techniques, combined and wrapped around each other into this twisting vine of complexity.
This guy has probably mastered everyone of these "simple techniques" and the real challenge for him has been putting it all together.
exactly. divide and conquer as most things in development@@KleptomaniacJames
@@KleptomaniacJames they're not as simple as you might think.
This is what I imagine a 3d dwarf fortress would look like. Super cool stuff!
We just got graphics 😂 might be waiting a while for that
Ethan says "Float Precision" and "integer underflow", I hear, "Far Lands" or "Parallel Universes"
i found this channel like a week ago and immediately subscribed, i'm not sure what you are creating but i'm already impressed
I'm so confused. Why is it so under the radar. It's insane how cool that is, please don't stop
One reason might be that "Infinite detail" poisoned this well pretty badly over a decade ago.
We're soon gonna have a 1:1 digital earth on the atomic scale if we keep this up
Who says we don't live on one already?
If a machine could compute all matter in the universe, philosophical materialists might theorize that it could know everything both in the past and future.
If a machine could compute all matter, it would prove the theory that we live in a simulation@@MachFiveFalcon
no we wont
I literally said that sentence 4 years ago I want to say? I think we’re only another 4-5 years away absolute max
am i dead? what am i watching? a guy proceeds to showing a map with seemingly trillions of random voxelized places and infinity of afloated items in air...
I understand very little of what I'm seeing, but I am proud of you for all the work you put into it
That is the most insane real time rendering I've ever seen. Optimised as if you'd hand compiled it
bro imagine hundreds of people in this massive world waging wars against each other lmfao
I think you just reinvented UE5's Nanite except it runs a million times faster. This is amazing. I can't even begin to imagine how this works, and it's not even using fancy Vulkan optimizations or anything.
it's nothing like nanite but it is very impressive
0:25 fun fact you can visit this room in VR,
it's a steamvr community home enviroment called "Barroque, the Great Drawing Room"
I have been there in my oculus I wonder if that's why I got this video recommended, would be quite eerie
First voice video! That looks surprisingly real with just textures.
This like black magic level of optimization.
i have no clue whatsoever what i am watching i just think it looks impressive and cool
2:38
THE SKELETON APPEARS
eoder spotted
i pissed myself
💀
No- no!! Timestamp jumpscare 😞
I’ve been falling in love with voxel worlds recently due to Teardown. Always loved minimalistic design. You have a work of art here!
Finally the world as the Lord created it, before original sin ruined everything
The scale is astounding!
wtf this is crazy lmao my jaw dropped when that speck of dust turned into a planet
good commentary
Even roughly knowing what techniques you used doesn't make this any less impressive. My mind has been blown
Insane.
I can only imagine what future games will be like with advanced voxel engines and things like 4D gaussian splatting, combined with raytracing and vr.
Before long we might have projects indistinguishable from the real world.
Why is this so under appreciated wtf
So much potential with this, incredible work
... you're still posting?! damn! Lmao, i can't believe i'm feeling so proud of a stranger going steady on their project a year later 😂
Congrats, glad you're still having fun! :3
(๑・̑◡・̑๑)
Thanks for sharing your project with us!
That's crazy nice to see thing like this... Mind-blowing, actually
how. just how. this has successfully blown my mind.
this is such an interesting concept, please continue this project.
Easy new subscription. I’ve always been into tech and computers and games stuff like this makes me wanna really learn more on the technical side. Even as a laymam compared to a dev I can see how cool this is
this is awesome i havent been this impressed by the sheer amount of things in a program since i saw space engine
This is really fascinating. I'm curious what plans you have for something like this! The immense terrain generation reminds me a lot of Daggerfall
For the time being I'm just addicted to writing the engine code. So I'm not too sure what I want the game to be yet
@@ethangore8697 Badass. That programming flow-state has got to be one of the best feelings in the world. Keep up the great work, I look forward to seeing your progress with this!
I'm looking forward to the demo. I can't believe it until I see it on my own hardware ;)
jaw dropping stuff. You and Voxelbee are making some game changing stuff!! Keep at it, cant wait for this
never knew i needed this in my life
Craziest minecraft build ive ever seen
You’re blowing my mind here.
Not sure what this is, randomly stumbled on this, but as a fellow Ethan - i fully support you and your tech endeavors.
I interested in seeing more of this project so ill be following along.
Crazy how detailed and performant it is.
You made the dream engine for my dream game I'm making on unity, quite impressive. I was inspired by Cube World too, but making more of scifi fantasy with driving vehicles on mars-like planet. Hopefully eventually :P
This is very impressive work, looking forward to seeing how the engine evolves!!
Hooooly shit. At the start I just figured you were going to load a structure into an empty desert... When you zoomed in you blew my mind. Really impressive stuff!
Ohh, this is fascinating! I love seeing hyper-optimized things like this. I'd love to get my hands on the code and see how it all works.
Thank you! For the time being I'm keeping the code private, but I'm totally open to answering any sorts of questions you may have about it
@@ethangore8697 Sorry to pile you with questions. I've just always wanted to work on something of this variety myself, but have always felt incredibly intimidated by the prospect of figuring out how to program rendering.
1. What language(s) are you writing this in, and what IDE are you using, if any?
2. Is this a true custom "voxel-based rendering engine" or are these pseudo-voxels rendered as quads?
3. How do you handle the LoDs? Do these update if a change is made to them?
4. Is the whole world loaded into memory all at once, coming on/off a file, or is this all just rendering straight from your code right now? If the latter, do you have any plan in mind on how you'll handle changes made to the world (or will it simply be non-interactive?)
5. Have you considered or already benching your code on a low-end PC as a test?
6. What's your end goal with this project?
@mattomanx77 No worries at all, I like answering questions about the engine.
1: This is written in c++ with opengl. I'm using the visual studio IDE but am thinking of switching to something else
2: This is all rendered using quads. But these are still considered voxels, just using surface extraction instead of a volume traversal technique
3: They will update when changes are made to them. Currently I don't have support for editing, but I had an early version in this video: ua-cam.com/video/b34b14PKt0A/v-deo.html. You can see world editing at the start, and near the end.
4: Currently nothing is saved to disc, so everything is procedurally generated in code. As for handling player changes, I'll probably just save them to disc, then when generating a chunk I'll apply the modifications that are fetched from the disc.
5: Yep I've got it working and running pretty well on a ryzen 5 7520u. Even on the igpu I didn't see it go below 100fps
6: I'd like to make a game with it at some point. But until then I guess my goal is just to keep improving the engine since I find it fun to do
Thanks for the questions!
@mattomanx77 I have created the discord a bit earlier than the demo release if you have any more questions: discord.gg/r6vk5b8nPw
Really inspiring. I've been having an idea for a game for years and this video actually makes me think it's possible!
damn, this is flippin insane. phenomenal work so far!!!
I suspect it will not be long before this is combined with a TPU that does a final pass on everything, adding detail and aesthetic effects with the output being things that look like they aren't voxels at all.
This is so cool! Excited for the demo! :)
Voxels are the best things ever. Keep up the amazing work!
bro got access to NASA's super computer
I have no idea what I'm looking at but I love it
From one Ethan to another you're work is amazing
Damnnn dude this is just pure insanity,dont abandon this project
i really like where this project is going!
minecraft infinite render distance would be lit
For some reason this makes me think of the scene in Neuromancer, where Case wakes up in the construct with the digital ghost of Linda Lee in her shack by the grey beach. Very interesting project!
This is absolutely insane, congrats dude
Damn the voxel scale is impressive! I'm quite curious what your worlds would look like with real lighting (maybe ray traced?).
This is wild. I cannot comprehend (yet).
Keep up the commentary brother, its really interesting to listen to!
That's the best voxel demo I've ever seen
This is literally insane.
youtube recommendations hooking me up, i love gamedev stuff like this 😺
i hope this project continues to go well!
I just stumbled upon this channel... WOW! Amazing work
Wow, this new minecraft mod looks rad
just subbed today, bruh u going fierce keep it up truly amazing work
Something like this, voxels or otherwise, are really interesting to create something inspired by the Ringworld by Larry Niven or something similar - absurd scale of the world in gaming form.
Really gets my noggins going, really tickles my jimmies as an explorationist gamer.
My idea is to create a persistent huge world that it auto generated and also auto culled with your state saved depending on where you go to explore, but to keep providing the sense of infinity in all directions.
I bet it will soon be possible.
Not sure if it's been mentioned yet, but a technique I've heard of that fixes the floating point-related rendering issues is making the player static and the world move around them, so you are always at 0,0 and the numbers stay low
I've got this working for the rendering pipeline, but I'm unsure of how to apply this to the noise generation. Currently I'm thinking about just writing my own noise implementation that uses integer inputs instead of float inputs, but I'll look into it a bit more before starting that.
woah. just got this in my recomemendeds. badass. got a new subscriber! very intrigued to see where this heads
There's a dude by the name of John Lin, who's sadly kind of just disappeared after showcasing his voxel engine several years ago, seemingly because he hopes to just drop a fully functioning game out of nowhere, but I'm much happier to hear that you plan to release demos and run a discord and build a community of sorts. The common thing to say is like wow, minecraft 2, but something like this, with how far you can see, is so much more than just minecraft but more detailed, you could really do some wild stuff.
I'm not a fan of voxels, but i am a fan of scale and insane craftmenship. Kudos to you with this achievement.
Given the size of voxels, I think that some sort of antialiasing could help immensly with the quality of the image.
I hope you have a solution for how to populate all this space with interesting content ;)
Es ist supergeil, SUPERGEIL!!!
This project looks so impressive its insane!
it's always the guys with no pfp and no editing doing the craziest mad german scientist shit ever
absolutely insane world size
i can think of a couple types of game that could be really amazing with a world that big
obviously kind of exploration rpg would benefit from the sense of scale and detail attainable here - im getting cube world vibes almost
also this might sound strange but i also think "naval" battles would be extraordinary at that scale, some kind of game where you must exchange artillery with your opponents from kilometers away
highly recommend using ints for normal height, then using floats in local space to avoid clumping
I misspoke a bit there. I am already storing everything as integers, its just that the noise library I am using only accepts floats as inputs. I might have to do my own noise implementation, idk if accepting ints into a noise function is possible. Never looked into it
you could fairly reasonably roll your own integer-based noise lib
I really like the canyon like sea floor, it gives a sense of megalophobia. I wonder if it is possible to make deep deep crevices or hell holes maybe even into an underground, really to upscale that megalophobia.
This would open up a whole lot of doors for stellar render distances on mobile devices
Really cool. Excited to see what else you post.
(You might get some additional reach by adding a “devlog” tag or something. That’s how I look for vids like these and your channels awesome)
this is insane man, I don't think I've ever seen this many voxels on-screen at one time.
How much of this is procedurally generated and how much is stored on the hard drive (if at all)?
Thank you. Everything is generated at runtime, so the terrain and structure placement is seeded. Only the structure data is generated beforehand
@@ethangore8697I'm guessing you're using raycasting for pixel colour which means the location of terrain and other objects need to be a function of position. Will you eventually add non-generated structures with a quad tree or something? Most of the worlds terrain could reasonably be generated however like with minecraft it'd be good to see/store modifications to terrain
This is actually just rendered with standard rasierization. I will definitely be getting voxel modifications implemented at some point.
Awesome accomplishment, this is stunning tech. Keep creating! Cheers
Congrats mate, it's stunning! :O
This is amazing man. Makes me think we're really living in a simulation lol
what the hell, the resolution, that is impressive
I don't know who you are or how you got on my recommended but this stuff is extremely cool and interesting. Hope to delve into this sort of thing myself someday. For now, I'm just your average game dev though haha. Super neat stuff, keep it up, subbed!
Here's a though - if you are able to render so much that you have to zoom in to see any detail alongside with blocks, why not just increase the scale of the world? Say you make mountains 8, 16, maybe even 128 times taller, you'll still end up with a really huge world, but now while playing in it you will not even see blocks, especially if you use some sort of denoising. You can make a blockless voxel engine out of it!
Finally, someone actually uses all 4*4*4 billion blocks in a Minecraft-like game! Normal Minecraft could be like that too with relatively minor modifications. It’s kinda weird to me that it isn’t this size.
I have no words man, bravo ❤❤
if its just voxel based photogrammetry and no lighting I think even my potato pc could run a game with this engine
Have you considered storing normal data in the voxels and shading them like surfaces? with voxels this small I think it would make much sense as you wouldn't be able to see the grid nature and jaggedness anymore. Could be difficult to figure out the normals though. I mean 1 normal per voxel, based on some neighborhood search to approximate a plane. Anyways, it's really impressive that you managed to render them so small and so many.
Yeah thats something I could try to do. The lighting is still very much a WIP. This face lighting was just easiest to throw together and at least provides a little depth for now
@@ethangore8697 Looking forward to seeing future updates. A long time ago I tried to make a renderer like this after seeing what atomontage is doing but I gave up at some point :')
Awesome. I've always found it weird how everyone is so obsessed with raymarching.
One day your work will be used in AAA projects
Is this using mesh shaders? Also is this open source the sheer SIZE of this voxel map is just astounding! id love to see how it works, id love to try get this scale in my own Minecraft clone!
4 billion blocks is just so much further above anything else ive seen. The floating point precision problem seems really tough to solve though
I don't use any mesh shaders, however I do a lot of the same stuff that mesh shaders do. It's not open source for now, but I'm not completely against it for the future
@@ethangore8697 No mesh shaders makes it even more impressive!
@@ethangore8697hopefully you've ensured financial stability before releasing billion dollar tech like what this could become for free