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Old 19-Jun-2012, 13:42   #51
Bryant
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Originally Posted by Andrew Lauritzen View Post
What do you want to be using? Bicubic? That's obviously only going to make much difference for mag filtering, which is only relevant when you *are* using low texture resolution.
I don't see low resolution textures going anywhere for a while, and even if you have 2k textures on everything it's still nice to have a decent edge case. Also I hate aliasing, and linear filtering has a poor frequency response for magnification, so it would be nice to see magnification done with higher order interpolation.
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Old 19-Jun-2012, 17:18   #52
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I'm not really disagreeing (although people can do it now with 4 bilinear taps), but I just found it odd that you said you didn't care about low res textures but wanted better mag filtering... obviously higher res textures would remove the need for mag filtering so presumably that should be an acceptable solution to you as well.
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Old 19-Jun-2012, 19:38   #53
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I'm not really disagreeing (although people can do it now with 4 bilinear taps), but I just found it odd that you said you didn't care about low res textures but wanted better mag filtering... obviously higher res textures would remove the need for mag filtering so presumably that should be an acceptable solution to you as well.
I guess what I meant was that the combination of low resolution textures and linear interpolation is what gets me. I think higher resolution textures would help, but I've never seen a game where I couldn't get close enough to something to see artifacts from linear filtering.
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Old 20-Jun-2012, 00:36   #54
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I guess what I meant was that the combination of low resolution textures and linear interpolation is what gets me. I think higher resolution textures would help, but I've never seen a game where I couldn't get close enough to something to see artifacts from linear filtering.
Ah ok, fair enough.
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Old 20-Jun-2012, 20:40   #55
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Originally Posted by Bryant View Post
I don't see low resolution textures going anywhere for a while, and even if you have 2k textures on everything it's still nice to have a decent edge case. Also I hate aliasing, and linear filtering has a poor frequency response for magnification, so it would be nice to see magnification done with higher order interpolation.
The right implementation of virtualized textures solves texel density perfectly. It's just that most think of it as used in RAGE, as in every last pixel is unique, whereas you can perfectly well stream in standard tiling textures (or more preferably a mix) just as well.

I also suspect that we've not seen such simply because it's an absolute pain to implement. Still, I'd love to see the first game that has a texel density of say, 1 pixel to half a millimeter. 2k X 2k per meter, can you imagine? Of course you can, you've seen CG in movies!

Regardless, what I'm wondering about this demo is of course in terms of performance. The paper seems to indicate that performance simply crashes when anything moves, as this requires reconstructing the octree, revoxelization, etc. How is this going to handle modern games and all the stuff that people want to do with such? As in, waving grass and swaying trees, a hundred plus characters at once, tons of physics objects and etc.
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Old 06-Oct-2012, 04:58   #56
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Neat demo of Kismet in Unreal 4.

[/yt]

Also hearing CliffyB is gone.
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Old 06-Oct-2012, 19:12   #57
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Neat demo of Kismet in Unreal 4.
Excuse my ignorace, but who is the blue shirt guy? He from Epic? Cause if he is, this whole thig is quite phony... Yet if he is, it is the praising is also a bit exagerated still. Still an impressive demo. Is like professional LBP2.
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Old 06-Oct-2012, 19:26   #58
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That's Mark Rein.
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Old 06-Oct-2012, 20:03   #59
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That's Mark Rein.
Yeah, watching this I insta and consta lol'd...all the time.

"zoom out please to show how complicated this is. Err...errr...seems not to complicated!?!?! So every game designer without programming knowledge can easily build this."

Ha ha ha, I love Epic!
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Old 07-Oct-2012, 01:05   #60
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Wow Mark...Like they just woke him up after couple year sleep and told him they have new engine to sell. Its quite embarrassing seeing him acting like he doesn't know what his company was working on for last couple years.
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Old 07-Oct-2012, 04:26   #61
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Isn't that the schtick?
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Old 07-Oct-2012, 11:42   #62
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Thank god it wasnt cliffy-B
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Old 07-Oct-2012, 16:15   #63
milk
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Mark Rein?! Wow, now this was awkward. I dont want to be mean or anything, but awkward people is quite the Epic's specialty too. This, Sweeney, Cliffy (no more), those guys always feel a little odd to me.
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Old 07-Oct-2012, 20:53   #64
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So we get some insight into their new engine scripting and all you guys can comment is how dorky an inhouse demo is? As Brad said, Mark is just playing out the schtick.
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Old 07-Oct-2012, 23:38   #65
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Yeah no kidding! This is targeted as a playground for artists, isn't it? A playground at any rate, with a low technical barrier.
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Old 08-Oct-2012, 00:16   #66
Davros
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Kismet is available in the udk if anyone wants to play around with it
http://www.unrealengine.com/en/features/kismet/
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