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#551 | |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,341
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Sorry folks, I was just been too lazy
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#552 | |
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Senior Member
Join Date: Sep 2005
Posts: 1,181
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#553 | |
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Member
Join Date: Jun 2005
Posts: 521
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[edit] in GeOW2, you can use smoke grenade and stick an enemy...effectively tagging them with smoke. |
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#554 |
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Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
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So maybe a developer can outline how they would do interactive, persistent smoke? What techniques would they use and what is the expected cost? Is an interactive smoke trail that last 10 seconds [x%] more difficult than a standard non-interactive smoke that dissipates in 2 seconds?
Btw, a couple years back I linked to a tech demo showing off persistent smoke trails that slowly diffused. I cannot find it now, but it was 2005/2006. Neat demo with a novel approach I believe.
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"In games I don't like, there is no such thing as "tradeoffs," only "downgrades" or "lazy devs" or "bugs" or "design failures." Neither do tradeoffs exist in games I'm a rabid fan of, and just shut up if you're going to point them out." -- fearsomepirate |
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#555 |
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Member
Join Date: Dec 2005
Posts: 2,089
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heres a demo of mine from 4 years ago
http://www.youtube.com/watch?v=St7Ws2mZr7Q (near the end) scuse the singing the smoke does dissipate, also receives shadows/lighting the reason smoke normally doesnt hang around A/ you cant see things in the game (gameplay downgraded) B/ standard method with 2d particles equals a lot of overdraw which aint good for performance I do have an idea which Ive been meaning to try out for a while (so much to do so little time) involving raycasting (thus decent CPU required) but the results visually will be much superior to whats done now + in fact maybe even quicker since overdraw is nonexistant
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stalk me on twitter |
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#556 | |
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Member
Join Date: Apr 2004
Location: Australia
Posts: 2,341
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#557 | |
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Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,597
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Regarding the persistence of the KZ2 smoke. Here is a youtube vid (althoug very bad quality) that perfectly demonstrates the longevity of the smoke: at the begining, when the HGS launch their rockets from the buidlings...the smoke trail last very long. Another good example is the smoke after the bridge explodes, starting at about 51sec it lasts over 10 sec. http://www.youtube.com/watch?v=7Xq3Rslr190 For me this is (not only cool
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I bid farewell with a rebel yell... |
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#558 | |
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Senior Member
Join Date: May 2008
Posts: 1,130
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#559 |
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Member
Join Date: Oct 2007
Posts: 638
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#560 | |
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Member
Join Date: Oct 2007
Posts: 638
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I believe there was a thread on here many moons ago with (estimated) figures. EDIT: here I believe. Last edited by catisfit; 02-Nov-2009 at 14:49. |
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#561 | |
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Member
Join Date: Jun 2006
Posts: 556
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Yeah, but that 6ms is when using just two SPUs and the PS3 has seven (or six depending on how the OS reserves resources) at its disposal. Are we suggesting that developers are using all the resources that the SPUs have to offer in their current engines? With most games targetting 30fps, is using less than 1/5th of the resources of just two of those SPUs to add a very impressive and beneficial effect really that expensive? I'd argue the opposite, its probably resources that a lot of engines could give up without any impact on performance, but give a huge benefit to many scenes. Wasn't Killzone 2 only fully using 4 SPUs according to that presentation they released? Surely we'd expect third paty titles to be making less effective use of the SPUs, no? I dunno, I'm well aware those figure are just guidelines but that sort of performance sounds very encouraging to me. Edit: Just een the mod note above, apologies, feel free to move this post elsewhere. |
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#562 | ||
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Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
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there are seven usable spu in the cell, one is taken for the OS hypervisor, another one can be used by OS/hypervisor from time to time. Devs have 5 (sure) and something to play with. Quote:
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What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
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#563 | |
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Member
Join Date: Jun 2006
Posts: 556
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#564 |
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Junior Member
Join Date: Jan 2009
Posts: 86
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One question for Joker454:
With the advantage of high bandwidth, why is Forza 3 limited with transparencies (cannot see through car glass window) whereas GT5P has abundance of transparencies and sports a 4xMSAA? I think we cannot point our finger at one single factor and declare the winner. There are many ways to work around the problem. |
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#565 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
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I thought you could see through Forza 3 windows it is just that they are very dark to hide "lack of detail inside" (as in missing drivers or such?). And then it has pretty much rock solid 60fps. Also is tiremarks and smoke a factor here?
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#566 | |
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Senior Member
Join Date: Feb 2006
Posts: 1,821
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Has PD discovered some clever way of working around the limited memory bandwidth of the PS3, that other developers have yet to discover and/or is the tiling required for 4XMSAA on the 360 to "expensive" for 60 fps? Any theories about this? |
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#567 |
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Member
Join Date: May 2008
Posts: 688
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#568 |
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Senior Member
Join Date: Feb 2006
Posts: 1,821
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Given that GT5P allows up to 16 cars races, I donīt think itīs that difficult to get 8 cars on screen at the same time. If I remember correctly GT5P has races that start from stand still as well, but I am not sure that was 16 cars races. Anyone?
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#569 |
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Junior Member
Join Date: Jan 2009
Posts: 86
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#570 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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Online races on Suzuka and Fuji start from stand-still and this includes 16 car races.
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#571 | |
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Member
Join Date: May 2008
Posts: 688
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Quote:
http://www.gamersyde.com/stream_forz...-13275_en.html |
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#572 |
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Senior Member
Join Date: Feb 2006
Posts: 1,821
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#573 |
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Now Officially a Top 10 Poster
Join Date: May 2006
Location: Maastricht, The Netherlands
Posts: 12,879
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They made a certain choice for Forza 2 that isn't optimal, but didn't radically overhaul their graphics engine? That's my theory anyway. Forza 3 looks better than Forza 2, but it's not a fundamental difference that suggests a complete rendering pipeline rewrite, imho.
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#574 |
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Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
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About Forza 3, how does tiremarks, smoke, vegetation amount and detail factor up regarding transparencies?
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"If you told me that if I ate a kilo of shit I would put on a pound of muscles, I would do it." -Arnold Schwarzenegger |
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#575 | |
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Junior Member
Join Date: Jan 2009
Posts: 86
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