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.
![]() |
|
|
#701 | |
|
Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
|
Quote:
__________________
"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 |
|
|
|
|
|
|
#702 |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,597
|
Do you imply that the PS3 scene got downgraded? I did not read the actual paper carefully enough, but I can't remember that they mention it here that the scene for PS3 got downgraded. They did not state either if the test uses solely the GPU of the consoles, or if for instance CELL was used to help out lazy RSX?!?
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
#703 | |
|
Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
|
Crytek implies it
Quote:
__________________
What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
|
|
|
|
|
|
#704 | |
|
Senior Member
Join Date: Mar 2009
Location: Europe
Posts: 2,597
|
Quote:
Do you think that this is applicable to the actual paper as well? As they did not discuss the timings in this paper, they did not state (if I did not missed it) differences in resolution.
__________________
I bid farewell with a rebel yell... |
|
|
|
|
|
|
#705 | |
|
Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
|
Quote:
__________________
What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) Last edited by liolio; 18-Feb-2010 at 17:23. |
|
|
|
|
|
|
#706 |
|
Senior Member
Join Date: Jan 2003
Posts: 1,653
|
|
|
|
|
|
|
#707 |
|
hardly a Senior Member
Join Date: Jul 2008
Location: still camping with a mauler
Posts: 3,637
|
|
|
|
|
|
|
#708 |
|
Member
Join Date: Aug 2005
Posts: 738
|
this teaser mentioned in pdf is there online video somwhere? im very curious to see this crazy math in action.
|
|
|
|
|
|
#709 |
|
Senior Member
Join Date: Jan 2003
Posts: 1,653
|
|
|
|
|
|
|
#710 |
|
Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
|
Isn't that the same trick capcom ( and others) used in lost planet for particles (on 360)?
__________________
What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
|
|
|
|
|
#711 | |
|
Registered
Join Date: Oct 2008
Posts: 8
|
Quote:
|
|
|
|
|
|
|
#712 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
|
|
|
|
|
|
|
#713 |
|
Member
Join Date: Aug 2005
Posts: 738
|
thank you sir.
|
|
|
|
|
|
#714 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
|
|
|
|
|
|
|
#715 | ||
|
Ohio frog
Join Date: Jun 2005
Location: Ohio, USA
Posts: 4,172
|
Quote:
Quote:
__________________
What's trying to be a bunch of presentations PS360 youtube channel Sebbbi about virtual texturing Tuned EADGCF and liking it :) |
||
|
|
|
|
|
#716 |
|
B3D Scallywag
|
Does anyone know why the LPV stage is so much slower on the GTX 285? I assume its related to the RSM size being larger? Same for the propagation stage?
__________________
PowerVR PCX1 4MB --> Voodoo Banshee 16MB --> GeForce2 MX200 32MB --> GeForce2 Ti 64MB --> GeForce4 Ti 4200 128MB --> 9800Pro 128MB --> 8800GTS 640MB --> Radeon HD 4890 1GB --> GeForce GTX 670 DirectCU II TOP 2GB |
|
|
|
|
|
#717 |
|
Member
Join Date: Feb 2002
Posts: 497
|
Video and slides published for Cascaded Light Propagation Volumes for Real-Time Indirect Illumination.
http://www.crytek.com/technology/presentations/ Mirrors: http://www6.incrysis.com/Cascaded_Li...lumination.ppt http://www6.incrysis.com/Cascaded_Li...lumination.zip YouTube: http://www.youtube.com/watch?v=vPQ3BbuYVh8 ON http://www.abload.de/img/cryengine3_indirect_ilrm52.png OFF http://www.abload.de/img/cryengine3_indirect_il6meo.png Last edited by AlStrong; 27-Feb-2010 at 03:24. Reason: 2.3MB images should be linked... |
|
|
|
|
|
#718 |
|
Member
Join Date: Aug 2005
Posts: 278
|
The biggest advantage to Crytek's method is that it allows them to enable destructible environments with proper lighting. With the Unreal engine everything is baked in, so Epic will have a terrible time trying to do realtime destruction AND have the lighting look even remotely correct.
If I'm not mistaken...even Unreals AO is baked in, no? Seems like they are lightyears behind Crytek in this department. Don't get me started on id software....they appear to be going backwards not forwards in interactivity. Great for static scenes, but I think full dynamic realtime everything is going to be necessary in the near future for a viable engine. Now...I hope Crytek will start showing its tech demos with updated assets....what's with the 5 polygon tree trunks and hideously squared off jeep |
|
|
|
|
|
#719 | |
|
Member
Join Date: Feb 2007
Location: Irvine, CA
Posts: 426
|
Quote:
But I think you need to appreciate that a technique being dynamic doesn't automatically make it "better" than a technique that pre-calculates some portion of the lighting equation. Their technique will cost them in terms of run-time performance and quality for a feature that most games don't need. It makes sense as part of their full editor/engine package where you have real-time updates, but whether that package is better than something like maya + light bake step is up for debate. There are also techniques like PRT that assume static geometry to pre-calculate a portion of the lighting equation, but still allow you to change the overall lighting conditions. This lets you do things like dynamic time of day, but with a cheap run-time cost. So you don't always have to choose between "all dynamic" and "all baked". |
|
|
|
|
|
|
#720 |
|
Artist formerly known as Acert93
Join Date: Dec 2004
Location: Seattle
Posts: 7,698
|
Wow the ground looks washed out there.
__________________
"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 |
|
|
|
|
|
#721 |
|
Iron "BEAST" Man
Join Date: Mar 2007
Location: NGC2264
Posts: 8,382
|
|
|
|
|
|
|
#722 |
|
Junior Member
Join Date: Jul 2005
Posts: 397
|
Dfeed shoots, don't know which version:
http://www.abload.de/img/305079.crysis-2-per-pcasc7.png http://www.abload.de/img/305081.crysis-2-per-pcpp2m.jpg Looks like... Crysis in a city (Not that is a bad thing :P) |
|
|
|
|
|
#723 |
|
Regular
Join Date: Aug 2006
Posts: 6,740
|
If they get it looking 80% that good on console...new graphics champ confirmed.
|
|
|
|
|
|
#724 | |
|
Member
Join Date: Feb 2002
Posts: 497
|
Quote:
http://forum.beyond3d.com/showthread...30#post1397030 ...and yes, the game's in NYC. |
|
|
|
|
|
|
#725 |
|
Member
|
|
|
|
|
![]() |
| Thread Tools | |
| Display Modes | |
|
|