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#51 | |
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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Well, our exporters would make sure the seam vertices are duplicated when there's a flip like that or when using symmetry in modelling/texturing, so they don't really share the same verts per se. The mirrored UVs would mean that somewhere along the surface, the basis switches from right-handed to left-handed, but as long as you just let that happen and you duplicate the seam verts where the other copy has a different basis-space, things stay consistent appearance-wise.
In reality, we didn't run across that case as often as one might think (for instance, it would never happen on characters), but it did happen a fair bit on complex large pieces of architecture where various texture layers had different tiling factors. Quote:
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#52 |
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Regular
Join Date: Nov 2005
Posts: 5,039
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Joker,
Thanks for your very well written post. It is informative and not overly techincal so many can understand vs. just a few. I think the RSX is being limited because it was not customized. It was an off the shelf product with minimal tweaks and was the best Nvidia was willing to do likely due to Sony's last min "oh crap, we need go out and buy a GPU." Wasn't the Cell all Sony needed at some point or they were going to design their own GPU of some sort before they went shopping for one? I believe reading something like that many moons ago. Ati and MS however collaborated on a much deeper level and Xenos was produced. It probably doesn't hurt either that MS has the DirectX team behind them giving pointers..... |
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#53 | |||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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float4 binormal = sign(position.w) * cross( normal, tangent ); very cheap and effective. Quote:
More clever optmizations could be done as well, as packing multiple UV coordinates per attribute components (the same trick could be also used to store your tangent+normal vectors in a single attribute at full precision) but we did not go that route cause our VS are so long and complex that in the end would have not made any difference (ie we are almost never attributes limited). To speed up simple rendering passes as z pre passes or shadow map one just needs to split vertex data in at least 2 streams: one for position and the other one for all the rest..that way one can basicly achieve VS throughput wise some number pretty close to the theoretical capabilities of the chip. So in the end I really don't understand all this complaining, it's not really that hard nor complex to overcome these 'problems'. ppl were complaining in the same way in the old PS2 days while on the PS2 you needed A LOT more work to make things work as expected and ppl did it anyway. Quote:
GPU wise I think 360 and PS3 have more or less the same power; once devs will start to use SPUs to speed up RSX things will start to be even more interesting (and a few titles are already doing that..)
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#54 | ||
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Member
Join Date: Nov 2005
Posts: 809
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#55 | |
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Regular
Join Date: Jun 2005
Location: Gravity Always Wins
Posts: 5,915
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BTW Mods.... perhaps thread title change? |
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#56 |
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meandering Velosoph
Join Date: Apr 2002
Location: Vienna
Posts: 3,677
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Anyway, guys, leave the GeoW discussion outside, will ya. This is the technical part of the forums and -nomen est omen- it should be a more technical discussion. Anyway, devs keep feeding us nice infos. Anything else you found challenging, etc?EDIT: In case anyone is wondering what FKATCT means "formerly known as the Charlatan thread".
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"Anybody can be a glutton, but only a true cyclist is a bottomless pit." - Ken Kifer (R.I.P.) "I think you'll find the improved video is a part of Sony's integration of the cutting edge Placebo technology. They've integrated it into all firmwares and this fabulous system provides all sorts of minor upgrades at very little developer cost. Great stuff!" - Shifty Geezer |
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#57 |
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Member
Join Date: Dec 2005
Location: Japan
Posts: 169
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I don't know what the situation is like abroad, but I work at a major Japanese publisher, and have friends also working at big name publishers throughout Japan, and NONE of them had PS3 devkits/tools anywhere near the same time as the 360. So, as far as the Japanese side is concerned there has/is a lot more further development going on on the 360 side.
In the end I don't really think it matters what game is using what type of work-around or hardware specific technology. If the game looks great to the player, and it's fun then it's a success. I too was not totally blown away by Gears of War. Personally I think MotorStorm looks just as good, but that doesn't really matter because blowing guys away in Gears is just as fun as slamming a buggy into a cliff at 150mph! |
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#58 |
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Senior Member
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I think joker explained himself completely and succintly in his post. And I find him to be honest especially as a MULTI-PLATFORM developer. Some of the comments since his response read kind of... strange.
Every dev has their own perspective... I find it interesting to see what comes across as lecturing from other folks who may/may not be devs or folks who may/may not be multi... Can't we all just get along?
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"The bible is how god supposedly relays his message to the people. That means he wants people to understand wtf he is talking about. ." L233 *Justice --- When you get what you deserve *Mercy ----- When you don't get what you deserve *Grace ----- When you get what you don't deserve |
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#59 | |
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Member
Join Date: Feb 2005
Posts: 836
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However, if no one else will say it I will say that just because a developer works with one platform or another this does not invalidate their assertions or color them as biased. What is said here is validated or invalidated based on it's merit not by whether one is a PS3 dev or a X360 dev or a Wii dev or developes on multiple platforms. It simply is not fair to the individuals that post here to give what they say any less credence than anyone else based on the what platform they work with. If what is said is meritous this all that should matter here. The opinions of multi-platform developers do not belong to placed on pedestal above others out of hand. It should not even matter what kind of developer you are beyond having a perched view one can share from that others do not. Even then what is given/posited is judged by it's merit. If a multi-platform handheld developers posits that global illumination is a snap on the handhelds...just being a multi-handheld developer does not lend anything to the validity of that claim. This is technology forum. Ideas are meant to shared. Positions are meant to be challenged based on their merit alone. Nothing personal to you blackjedi. I simply think people should be respected for what they say not who they do or do not work for.
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stagnation culminates from complacency |
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#60 |
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Regular
Join Date: Jun 2005
Location: Gravity Always Wins
Posts: 5,915
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good points scificube but it has been rare to hear from a dev that has any experience on both systems and is nice to hear a new perspective. I don't think one is valuing one over the other as much as pleased to see someone who can speak from experience on both.
I hope that continues and that joker can share some more (so long as nobody else tracks him down and tries to take him out) |
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#61 | |
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Senior Member
Join Date: Mar 2005
Posts: 1,160
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As I said, we're not far enough along to decide anything with much certainty yet... especially not on the PS3. * : I should add that the sign-in-the-w-component thing also would involve some changes to our exporters, which has a nice hefty task list lined up due to recent transitions from using MAX to Maya7, and now we're having to use Maya8 + ZBrush + Turtle... which is making life real hell.
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Life is veritably the exact opposite of a vacuum cleaner. Vacuums tend to suck less and less as time goes on. |
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#62 | ||||
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,648
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Even barring that, you run into other PS3 limitations. A game like gears I don't believe will be doable in 1080p on either machine, I don't think they have the bandwidth for it. So you do it in 720p. But on 360, I can hardware scale it to 1080p free. You can't do this on PS3 because its 720-1080 hardware scaler is broken, so you'd have to scale it in software which takes up more of those precious cycles. Quote:
I think the 'more experience on the former platform' isn't a valid argument. 360 games have all mostly been old gen ports. In other words, all shaders had to be written from scratch, and all new game assets had to be made. That's what happened to us, most of the time was not spent having fun with the 360, it was spent scrambling to get everything re-written. PS3 games on the other hand have mostly been 360 ports. Huge difference! Devs were able to save tremendous amounts of time since the same shaders can be used (I'm simplifying here, but you get what I mean), and they were able to use the same art assets. There still is a bit of a time advantage for 360 devs, but it's no where near as huge as people make it out to be. I fully respect your opinion of course, although this is the first time I've heard a dev say that Quote:
The spu's are certainly the PS3's ace, but I'm wondering, will they let that box eclipse 360 performance, or just match it? I don't really know the answer to this so we'll have to see. |
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#63 | |
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Friends call me xbd
Join Date: Feb 2005
Posts: 6,293
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Somebody set up us the bomb. |
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#64 | |
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Senior Member
Join Date: Dec 2006
Location: So. Cal.
Posts: 2,648
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Likewise, being multi platform means I'll never be able to match what first parties can't do. Not because we don't do the same tricks (we do/will), but because our time is divided. |
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#65 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Indeed. Developers concentrating on a single system are likely to have a better understanding of how to do things on it, while those who are multiplatform are more likely to know the alternative system a bit better. With both perspectives, some good discussion could be got going.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#66 | |
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Senior Member
Join Date: Dec 2006
Posts: 2,283
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Thats what annoys me when people compare PS3 game's to 360 one's that use UE3, UE3 is an extremely streamlined engine thats had years of work, 90% of PS3 launch game's use game engine's that id bet have'nt even had half of the time spent developing them as UE3.0 has.
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#67 | |
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Member
Join Date: Oct 2006
Location: Austin, TX
Posts: 673
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And I say this as a reasonably hopeless Sony ******. |
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#68 | |
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Junior Member
Join Date: Dec 2005
Posts: 27
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I am a PS3 developer as well and unfortunately it is true that from a graphics point of view we need to help RSX with SPUs, and this means using CELL for something that the GPU should do. In my very personal opinion, maybe worthless, the 360 GPU is better than RSX and Microsoft gave us better tools. |
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#69 | |
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Member
Join Date: Feb 2005
Posts: 836
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Sorry that page is gonna stay blank.
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stagnation culminates from complacency |
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#70 | |
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Member
Join Date: Aug 2003
Posts: 871
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#71 | |
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Member
Join Date: May 2004
Posts: 356
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#72 |
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Member
Join Date: Dec 2004
Posts: 347
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Lets be honest here the team nAo is working with will probably have more up to date tools and information from Sony and on a more regular basis than the 3rd party joker454 is working for. This doesn't for one minute undermine jokers viiew, it is just from a differnt prespective which nAo should have taken into account. Also nAo did you work on the 360 before moving to the PS3 as you seem to know a lot regarding development? On a personal level wherever the PS3 is going to end up on a graphical development level it seems quite obvious that 360 is going to rival it very strongly indeed and in somecases outdo it. For a machine released a year earlier (1.5 yrs in the UK) props must go to the design 360 team.
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#73 |
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Mostly Harmless
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Sometimes I read these threads and get the feeling some people think its reasonable to expect that Sony or MS should have been able to produce a single console that had Cell, Xenos, BRD, HD DVD, 60 GB HD, HDMI, free online community, and cost $199 at release (including the 3-game AAA title bundle, of course). And, of course, that's *not* reasonable. Nor do devs, so far as I've ever heard, program for a component but rather a platform.
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"We'll thrash them --absolutely thrash them."--Richard Huddy on Larrabee "Our multi-decade old 3D graphics rendering architecture that's based on a rasterization approach is no longer scalable and suitable for the demands of the future." --Pat Gelsinger, Intel ". . .its taking us longer than we would have liked to get a [Crossfire game] profiling system out there" --Terry Makedon, ATI, July 2006 "Christ, this is Beyond3D; just get rid of any f**ker talking about patterned chihuahuas! Can the dog write GLSL? No. Then it can f**k off." --Da Boss |
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#74 | |||||||
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Nutella Nutellae
Join Date: Feb 2002
Location: San Francisco
Posts: 4,297
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to say "everything we do to make RSX run faster help Xenos as well (or the other way around)" is imo naive at best.. Even in this case I could make a couple of examples related to vertex streams attributes..unfortunately NDAs don't allow me to do that. Quote:
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I'm not really suprised by that cause every team has different engines..with different requirements..something that runs good on RSX can run not so good on 360. Generalizing is not particularly smart.. And I'm even talking about old school programmers that hate Microsoft with a passion! Even they, privately, give the nod to 360 in graphics. Although they will usually immediately follow it up with a lengthy discussion of the joys of cell Quote:
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[twitter] More samples, we need more samples! [Dean Calver] The opinions expressed herein are my own personal opinions and do not represent my employer's view in any way |
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#75 |
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Regular
Join Date: Jun 2005
Location: Gravity Always Wins
Posts: 5,915
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