Welcome, Unregistered.

If this is your first visit, be sure to check out the FAQ by clicking the link above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below.

Reply
Old 17-May-2004, 22:55   #1
MasterBaiter
Member
 
Join Date: Oct 2002
Posts: 588
Default Tim Sweeny interview over @ BeyondUnreal

http://www.beyondunreal.com/content/articles/95_1.php

-edit- P.S. When is Beyond3D gonna have theirs up? :?
__________________
If you want attention, start a fight - Scottish proverb
MasterBaiter is offline   Reply With Quote
Old 17-May-2004, 23:05   #2
Wunderchu
Member
 
Join Date: Nov 2003
Location: Burnaby, B.C., Canada
Posts: 873
Default

Quote:
If you only have a 256 meg video card you will be running the game one step down, whereas if you have a video card with a gig of memory then you'll be able to see the game at full detail.
Wunderchu is offline   Reply With Quote
Old 17-May-2004, 23:08   #3
Diplo
Senior Member
 
Join Date: Apr 2004
Location: UK
Posts: 1,474
Default

* cough *
Diplo is offline   Reply With Quote
Old 17-May-2004, 23:34   #4
fallguy
Senior Member
 
Join Date: Jun 2003
Posts: 1,367
Default

Quote:
Originally Posted by Wunderchu
Quote:
If you only have a 256 meg video card you will be running the game one step down, whereas if you have a video card with a gig of memory then you'll be able to see the game at full detail.
By the time the game comes out, it might not be so far fetched. Still very high end, but probably a reality.
fallguy is offline   Reply With Quote
Old 17-May-2004, 23:40   #5
crusher_pt
Junior Member
 
Join Date: Nov 2003
Location: Portugal
Posts: 43
Default

I like this part...

"It will be just another animation source for the hiarchy. If a player gets gets shoot in the arm it will go flying back, but then he will recover and continue animating on. Something we haven't been able to do in the past.

There'll be more intigration between hand created animation, physics animation and proceedural animation. Now days, all our joints have breaking strength in them. So if you actually shoot a character's arm with enough force it will break his arm off and go flying. You can pull arms or body parts off characters nowadays. It has some sick possibilities, but you can do it."
crusher_pt is offline   Reply With Quote
Old 18-May-2004, 00:29   #6
Reverend
Naughty Boy!
 
Join Date: Jan 2002
Posts: 3,266
Default Re: Tim Sweeny interview over @ BeyondUnreal

Quote:
Originally Posted by MasterBaiter
http://www.beyondunreal.com/content/articles/95_1.php

-edit- P.S. When is Beyond3D gonna have theirs up? :?
I've bugged Tim a couple of times now coz I'm a little upset that some of the questions I sent him a month ago has been answered in interviews elsewhere. I just reminded him again. Ours is a 17-question interview so perhaps it's simply a matter of Tim having to take extra time (compared to the other interviews) or he wants to give Very Good Answers.
__________________
Reverend
Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005)
Reverend is offline   Reply With Quote
Old 18-May-2004, 04:32   #7
MasterBaiter
Member
 
Join Date: Oct 2002
Posts: 588
Default

Hehe, for some reason I didn't think you were coveting Tims answers.
__________________
If you want attention, start a fight - Scottish proverb
MasterBaiter is offline   Reply With Quote
Old 18-May-2004, 08:55   #8
K.I.L.E.R
Retarded moron
 
Join Date: Jun 2002
Location: Australia, Melbourne
Posts: 2,949
Send a message via ICQ to K.I.L.E.R Send a message via AIM to K.I.L.E.R Send a message via MSN to K.I.L.E.R
Default Re: Tim Sweeny interview over @ BeyondUnreal

Quote:
Originally Posted by Reverend
Quote:
Originally Posted by MasterBaiter
http://www.beyondunreal.com/content/articles/95_1.php

-edit- P.S. When is Beyond3D gonna have theirs up? :?
I've bugged Tim a couple of times now coz I'm a little upset that some of the questions I sent him a month ago has been answered in interviews elsewhere. I just reminded him again. Ours is a 17-question interview so perhaps it's simply a matter of Tim having to take extra time (compared to the other interviews) or he wants to give Very Good Answers.
I'm sure he's just busy.
Or maybe you sent him the questions twice and it pissed him off more than it did John Carmack?
__________________
I eat coffee.
K.I.L.E.R is offline   Reply With Quote
Old 18-May-2004, 14:55   #9
RingWraith
Member
 
Join Date: Mar 2002
Posts: 112
Default

Isn't he going a little overboard with the 1 GB video card???

We aren't even breaking the 128 MB limit yet. Anything over 512 MB, even 2 years from now will be overkill. As humans our eyes can only see so much detail, especially in fast moving sequences. There will be a point where texture detail above a certain point will be unnecessary and unnoticed.

The Human eye can only detect close to TRUE 32-Bit color, anything higher wouldn't matter.
RingWraith is offline   Reply With Quote
Old 18-May-2004, 15:11   #10
Diplo
Senior Member
 
Join Date: Apr 2004
Location: UK
Posts: 1,474
Default

Ummm, even if they are extensively using 2048x2048 textures (which are, what, 12MB each?) that's still a lot of onboard RAM...
Diplo is offline   Reply With Quote
Old 18-May-2004, 15:22   #11
bloodbob
Trollipop
 
Join Date: May 2003
Location: Australia
Posts: 1,630
Default

Quote:
Originally Posted by RingWraith
The Human eye can only detect close to TRUE 32-Bit color, anything higher wouldn't matter.
I often see banding the problem is the colours aren't distrubted over the 24bit colour range that best suits the eye. ( +/- 1 in luminance can often be seen but a small change in hue is often alot harder ).



32-bit in all its glory.
__________________
Trolls find me soo tastey :P
bloodbob is offline   Reply With Quote
Old 18-May-2004, 16:17   #12
Ostsol
Senior Member
 
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
Default

Who's to say it's all textures? There's also high-poly models and the precomputed data needed for lighting techniques they're using. Just look at ATI's Ruby demo and its memory requirements. Also realize that the map used in Ruby is not particularily extensive. . .
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood

-Ostsol
Ostsol is offline   Reply With Quote
Old 18-May-2004, 16:18   #13
erick
Naughty Boy!
 
Join Date: May 2004
Location: Estonia, Tartu
Posts: 118
Default

@RingWraith

Actually, he's not going overboard with 1GB of RAM for graphics cards...
Texture detail today has little to do with color depth (which will probably stay put at 32 bit for a long time), but more with all kinds of instructions for extra effects, shaders, bump mapping and the like.

Plus, as Diplo pointed out, the texture resolutions are in fact growing beyond one's wildest dreams... I remember a time when 128x128 textures were used much to the satisfaction of all parties.
Even id thought of using 640x640 textures as a VERY high detail option for Doom III only a couple of years ago... of course, they don't need that much memory for textures anyhow, seeing as they chose to make very high polygon character models covered with relatively low res skins, effectively letting the T&L engine do most of the work in order to produce a crisp overall impression. The golden rule of videogame industry is 'there is never enough texture memory'.

BTW, I have found it to apply in case of any given PC component.
When I was playing behind a 386DX 40MHz computer with 4MB RAM, I would have had a really tough time imagining the applications that would need 512MB RAM at MINIMUM to run. Now it seems these applications are here.
__________________
Play nice.
erick is offline   Reply With Quote
Old 18-May-2004, 23:32   #14
Mintmaster
Senior Member
 
Join Date: Mar 2002
Posts: 3,786
Default

It's not only texture resolution but texture variety. Things look a lot more real with less repetition.

The other thing is the whole "polybump" technique of Doom3. Each models needs its own bump map texture (3Dc should help this a bit), and there's no repeating (except maybe left-right on some body parts).

Combining these, and a good virtual reality will need craploads of texture memory. 3D textures might be used more as well.
Mintmaster is offline   Reply With Quote
Old 19-May-2004, 00:59   #15
Diplo
Senior Member
 
Join Date: Apr 2004
Location: UK
Posts: 1,474
Default

Quote:
Originally Posted by Mintmaster
3D textures might be used more as well.
What's a 3D texture?
Diplo is offline   Reply With Quote
Old 19-May-2004, 01:13   #16
Ostsol
Senior Member
 
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
Default

Quote:
Originally Posted by Diplo
Quote:
Originally Posted by Mintmaster
3D textures might be used more as well.
What's a 3D texture?
A volume of texels rather than a 2d plane.
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood

-Ostsol
Ostsol is offline   Reply With Quote
Old 19-May-2004, 03:40   #17
Reverend
Naughty Boy!
 
Join Date: Jan 2002
Posts: 3,266
Default

Quote:
Originally Posted by Diplo
Quote:
Originally Posted by Mintmaster
3D textures might be used more as well.
What's a 3D texture?
Take a texture, capture as screenshot, print it on both sides of a piece of paper and there you have it.
__________________
Reverend
Dev Anon : Best game ever? Hmm... you mean other than anything from us? (2005)
Reverend is offline   Reply With Quote
Old 19-May-2004, 07:31   #18
BNA!
Member
 
Join Date: Aug 2002
Location: Germany / Bavaria / Munich
Posts: 119
Send a message via MSN to BNA!
Default

Quote:
Originally Posted by erick
Plus, as Diplo pointed out, the texture resolutions are in fact growing beyond one's wildest dreams... I remember a time when 128x128 textures were used much to the satisfaction of all parties.
Even id thought of using 640x640 textures as a VERY high detail option for Doom III only a couple of years ago... of course, they don't need that much memory for textures anyhow, seeing as they chose to make very high polygon character models covered with relatively low res skins, effectively letting the T&L engine do most of the work in order to produce a crisp overall impression. The golden rule of videogame industry is 'there is never enough texture memory'.
They don't cover a high detail model with a low resolution skin.

The ingame models are relatively low resolution from 1k polys to an assumed 5k polys (take that for any variant of "boss" level enemy).

The visible detail comes from normal mapping which has been discussed to great length here by more educated members than I am.

The high resolution models id software uses to extract normal maps, may it be for a wall panel texture or a character, aren't UV mapped at all.
It's beyond any nightmare to properly UV map a 3D character in the million poly range.

Typically id software still sticks to Quake3 texture resolutions which means 256* for a standard texture, 512* for a detailed wall texture and 1024* for a special decoration texture.

The visual outcome of Doom³ relates strongly to the resolution of the normal map (IMHO).

Everybody I know who's toying around with the leaked build of Doom³ has found out, that the diffuse map plays an important yet secondary role comapred to the resolution of the normal map.

I'm willing to think that an Unreal engine 3 model will look very similar in Doom³ when you use the same polycount and texture map resolution.
Of course there are nice additional touches like HDR lighting effects, but the base output looks similar.

A while (late 2002) ago I made some models between 5k and 15k polys with corresponding high resolution models up to 4million polys.
Then I extracted the tangent space normals and the surface colors of the high resolution models to 2048* texture maps, made a shader and viewed them in the leaked Doom³ build.

While such a model did use up to 96mb or texture data (4 texture maps at 2048* for each - mechanical and organic parts of the model, diffuse map, normal map, specular map and height map) it looked miles ahead of "current" technology.

The beloved Hellknight in Doom³ is textured with 512* maps on the body, now imagine how great he would look if you would increase the texture resolution to 2048* for each texture layer.



Tim Sweeny said they're using a texture resolution of 2048* for all and everything, so it's no wonder the models and the game world looks very nice and detailed.

So I totally agree with you that there can't be enough texture memory
__________________
BNA!
BNA! is offline   Reply With Quote
Old 19-May-2004, 08:12   #19
erick
Naughty Boy!
 
Join Date: May 2004
Location: Estonia, Tartu
Posts: 118
Default

Okay, BNA! I'm not going to get into an argument with you, seeing as we seem to be of the same mind concerning the possibility of using 1GB memory for graphics cards.

However, when John Carmack explained his method some 2 years ago, I was left under the impression, that the only REVOLUTION about Doom III would be the same method for increasing texture detail, as I described above. I admit that I haven't kept myself up to date with the newest developments, and indeed JC has had ample time to revise the engine (if he should wish to do so) as the launch date was pushed forward by a year.

And yes, I have heard the term 'normal mapping' before, and seen the diagrams and explanations as well. I think its great. So it doesn't really matter, which way Doom III works, as long as it looks sooo good
__________________
Play nice.
erick is offline   Reply With Quote
Old 19-May-2004, 08:18   #20
BNA!
Member
 
Join Date: Aug 2002
Location: Germany / Bavaria / Munich
Posts: 119
Send a message via MSN to BNA!
Default

Quote:
Originally Posted by erick
Okay, BNA! I'm not going to get into an argument with you, seeing as we seem to be of the same mind concerning the possibility of using 1GB memory for graphics cards.
No need to argue over anything.
It was just a more general post than a direct reply to your post.

Quote:
However, when John Carmack explained his method some 2 years ago, I was left under the impression, that the only REVOLUTION about Doom III would be the same method for increasing texture detail, as I described above. I admit that I haven't kept myself up to date with the newest developments, and indeed JC has had ample time to revise the engine (if he should wish to do so) as the launch date was pushed forward by a year.
I think Carmack envisions his unified lighting model as the key point of Doom³. The rendering techonlogy is finished since quite some time, at least he said so a while ago.
But there's only little coming out of id software, only hype...
I miss the days of Carmack's plan updates.

Quote:
And yes, I have heard the term 'normal mapping' before, and seen the diagrams and explanations as well. I think its great. So it doesn't really matter, which way Doom III works, as long as it looks sooo good
Exactely
__________________
BNA!
BNA! is offline   Reply With Quote
Old 19-May-2004, 10:51   #21
nutball
Senior Member
 
Join Date: Jan 2003
Location: en.gb.uk
Posts: 1,556
Default

Quote:
Originally Posted by RingWraith
Isn't he going a little overboard with the 1 GB video card???

We aren't even breaking the 128 MB limit yet. Anything over 512 MB, even 2 years from now will be overkill.
If you want to be playing todays games in 2 years time you are correct. Otherwise, you are more than likely making an assumption that is incorrect.

Quote:
As humans our eyes can only see so much detail, especially in fast moving sequences. There will be a point where texture detail above a certain point will be unnecessary and unnoticed.

The Human eye can only detect close to TRUE 32-Bit color, anything higher wouldn't matter.
Well, I can certainly perceive the difference between in-game graphics and the real world, and if I was asked to put a number on it I'd say the difference between the game and reality was more than a factor 4 in complexity (more like 10^4 I'd say). So 1GB is no-where near enough memory on a graphics card
__________________
2+2 is not a matter of opinion.
nutball is offline   Reply With Quote
Old 19-May-2004, 16:07   #22
Ostsol
Senior Member
 
Join Date: Nov 2002
Location: Edmonton, Alberta, Canada
Posts: 1,765
Default

Quote:
Originally Posted by nutball
Quote:
Originally Posted by RingWraith
The Human eye can only detect close to TRUE 32-Bit color, anything higher wouldn't matter.
Well, I can certainly perceive the difference between in-game graphics and the real world, and if I was asked to put a number on it I'd say the difference between the game and reality was more than a factor 4 in complexity (more like 10^4 I'd say). So 1GB is no-where near enough memory on a graphics card
That doesn't really have anything to do with colour depth. That computer graphics don't often look very realistic is more due to the quality of art and lighting techniques than anything else.
__________________
"Extremism is so easy. You've got your position, and that's it. It doesn't take much thought. And when you go far enough to the right, you meet the same idiots coming around from the left." -- Clint Eastwood

-Ostsol
Ostsol is offline   Reply With Quote
Old 19-May-2004, 16:13   #23
Natoma
The Wii is mine! Oh, and PS3 too
 
Join Date: Feb 2002
Location: Brooklyn, NY
Posts: 1,913
Default

Oy hasn't this been discussed ad nauseum? The whole 32bit color argument is moot in computer graphics. It's needed to ensure that in multi-pass situations, errors don't creep up because of the lack of color precision.
__________________
"We must scrupulously guard the civil rights and civil liberties of all citizens, whatever their background. We must remember that any oppression, any injustice, any hatred, is a wedge designed to attack our civilization." -- Franklin D. Roosevelt
Natoma is offline   Reply With Quote
Old 09-Sep-2005, 09:50   #24
gracefool
Registered
 
Join Date: Sep 2005
Location: Wellington, New Zealand
Posts: 1
Send a message via ICQ to gracefool
NVIDIA Reviving an old thread :p

All that old discussion about 32-bit being enough looks rather silly now that everyone knows the importance of HDR
gracefool is offline   Reply With Quote
Old 09-Sep-2005, 11:43   #25
Skinner
Member
 
Join Date: Sep 2003
Location: Zwijndrecht/Rotterdam, Netherlands and Phobos
Posts: 847
Default

Quote:
Originally Posted by Wunderchu

I expected this, I we want to break the bloom- and ugly lowres. texturesbarriere which almost every new game is afected, it's gonna cost memory (and bucks). Hail to Epic.
__________________
Schieten op de beesten.

Last edited by Skinner; 09-Sep-2005 at 11:47.
Skinner is offline   Reply With Quote

Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Ken Kutaragi Interview by Hiroshige Goto (PC Wach) Mikage Console Technology 305 14-Jun-2005 01:42
New Tim Sweeny interview mckmas8808 Console Technology 186 01-Jun-2005 20:40
"GDC 2005: Interview With J Allard" Wunderchu Console Technology 8 16-Mar-2005 04:20
Can U.S. schools survive liberalism? Sabastian General Discussion 124 07-Oct-2003 22:30


All times are GMT +1. The time now is 03:13.


Powered by vBulletin® Version 3.8.6
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.