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#101 |
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Senior Member
Join Date: Mar 2003
Posts: 1,574
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Alright, i think i recall why D3 shadows feel so much cooler than SH3! Shall i say D3 shadows are more..."dynamic"(!?!). You know those shadows dont just stay in boring predetermind places(ala SH3, off stationary chairs/cupboards etc), they have
They are somewhat like SC's, but more reactive to objects/lights around ... at least that is what i recall right now...
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"I just don't see that Cell is revolutionary, except in its marketing impact," - Peter Glaskowsky - Chief Editor, Microprocessor Report |
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#102 |
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Senior Member
Join Date: Aug 2002
Posts: 2,742
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Everything in SH3 throws, receives and has self shadows, except for some small objects in some scenes. It's not just static geometry, but also moving characters, including your own. I think that in your quick-to-dismiss-anything-on-ps2 state of mind you haven't even given that game a proper look. D3 uses normal maps which give it's geometry an extra boost - it appears as if every little nut and crain is properly lit, although it's just a texture detail. That gives it that more detailed and smooth shaded look that I think you are talking about.
As for SH3 camera, I don't know why you need a developer to tell you to press R2 and have camera move around with you in those larger open spaces in the game, just like it would in any other 3rd and 1st person game. |
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#103 | |
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Senior Member
Join Date: Jan 2003
Posts: 1,653
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SH3 provides moving shadows every time you walk in it with flashlight in hand (that is about 80% of time ) And the mater of coolness between the SH3 shadows and D3 shadows is opinion as i think to the contrary that blured SH3 shadows blends and feels in every way better . |
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#104 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,380
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IIRC what you describe is a suggested way of implementing shadow maps (not volumes). AFAICS, with volumes it's pretty much just as easy to add light as it is to remove it.
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#105 |
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Senior Member
Join Date: Mar 2003
Posts: 1,574
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Hmm, maybe it is because there are more sources of automated light/shadow motion in D3 demo, while SH3 depends soley on where you shine you torch...maybe that why D3 seems more impressive to me. You know, the shadows/lights are always in motion...so cooool.. 8)
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"I just don't see that Cell is revolutionary, except in its marketing impact," - Peter Glaskowsky - Chief Editor, Microprocessor Report |
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#106 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,380
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#107 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,380
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Quote:
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#108 | |
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Member
Join Date: Feb 2002
Posts: 715
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The upcoming online game "Hardware" has stencil shadows on everything in the game, they're unified into the main lighting model, and it all runs easily at 60fps. Dunno when it's out, but it's been on the online beta trial for a while. There was a talk at this years GDCE from a couple of Sony folk about how they optimised it. It's no D3 (wtf do you expect?) but it certainly shows that the PS2 is more than capable of doing shadows. In actual fact, it's better at doing stencils than the XBox (IMO). Stencil shadows require large amounts of untextured fill-rate.... which is one of the few areas where the PS2 is faster than any of the competition. I was speaking to a guy I know at another dev place a few weeks ago, who said that the entire PS2 rendering pipe (scene-geometry, stencils and all) ran faster than the XBox took just to do the stencils... D3 ran like a pig on a fairly meaty P-IV machine with a high-end (at the time) GeForce. A machine which would certainly toast an XBox and therefore (according to most people here) would also toast a PS2. It's utterly unreasonable to expect anything like that level of engine on any of the current consoles. XBox can probably have a stab at it, but I pretty much guarantee it'll be heavily compromised. |
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#109 |
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Senior Member
Join Date: Mar 2003
Posts: 1,574
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Thats a nice one from mrwibble. yup, i guess thats why D3 shadows impressed me more, D3 has cooler placed moving light sources compared to a boring old torch.
What do you think about Halo2? I mean its no D3 on full settings, but it isnt bad on mid-low settings. IIRC, HL2 Xbox will run at 30fps on mid settings. Some pics of the elusive Hardware? game. ![]() ![]() ![]() ![]() ![]() hmm...do those shadows go craaazzzzy with moving lightsources too? The rest of the graphics are poooootastic though..... :?
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"I just don't see that Cell is revolutionary, except in its marketing impact," - Peter Glaskowsky - Chief Editor, Microprocessor Report |
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#110 |
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Hoopy Frood
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Well keep in mind it's heavily compromised on the PC as well. ^_^ I mean, if they're going to go down to initial GF's and Radeons and ~1ghz procs.
Best advice seems to be "get it for PC". At least you'll be able to push the best from the game whenever you get the equipment to. |
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#111 | ||
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Senior Member
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:P |
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#112 | ||
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Either way, I much prefer the look you get over hard edge - basically a stepping stone until we can start using the better approximations like the one Simon mentioned. Quote:
Anyway, certain talk about PS2 rendering these things is based on actual code we wrote and bloody benchmarks some of us ran you know. In game measurements even... Oh btw, to give you more food to troll, the screens of the game you posted don't even selfshadow, so not only look terrible pooh poohy they are inferior too yeah. And where's the shiney shine? |
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#113 | |||||
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Senior Member
Join Date: Jun 2003
Posts: 1,165
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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." - Albert Einstein "Windows NT crashed. I am the Blue Screen of Death. No one hears your screams. " - unknown |
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#114 | |
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Senior Member
Join Date: Feb 2003
Location: United States
Posts: 1,974
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I love how you try to downplay Xbox's high end 30fps problem, because it IS a problem for many people who love high frame rates just like PS2 IQ is a problem to you because you personally love clean IQ. Fact: A majority of high end Xbox games run at 30fps and to many this IS a problem. The end. Funny, you say Xbox 30fps isn't a problem, but if anyone says PS2 IQ is not a problem you'll jump on them. A strange bias indeed. Oh and no, most ps2/gc high end games run at 60hz FYI.
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WHEREAS, SCE and Toshiba have entered into a joint development agreement (the "[*] Agreement") with[*] to develop a broadband microprocessor (designated as the "Broadband Engine") for a[*] product; |
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#115 | |||
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Senior Member
Join Date: Jun 2003
Posts: 1,165
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"Only two things are infinite, the universe and human stupidity, and I'm not sure about the former." - Albert Einstein "Windows NT crashed. I am the Blue Screen of Death. No one hears your screams. " - unknown |
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#116 |
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Senior Member
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Speaking of SH3 shadowing and lighting, anybody recall what the resultant shadowing and lighting from the flash of gunfire created? It never occurred to me to check that out while I had the game under rental.
For the record, I thought the game looked impressive and can only fathom what could be visually achieved with that engine under other gaming themes... |
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#117 |
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Senior Member
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DP
Uhhh, how can you have a page 7 of 6 pages? Does page 7 really exist or not? Something funky with these forums definitely going on... |
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#118 | |
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Member
Join Date: Jun 2002
Location: Cincinnati, OH
Posts: 744
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The other two systems are no less bandwidth limited than the Xbox. They're just bandwidth limited in different ways. All three systems also function differently in their way of handling the graphics pipeline. Both the PS2 and Cube use huge caches to offset smaller system memory size and smaller bandwidth to that memory. The Xbox doesn't rely on a huge cache because it doesn't have the smaller system memoy size and smaller bandwidth to that memory. It still has an insanely fast cache array (either quad or triple of vertex and pixel) with roughly 32GB/sec of bandwidth (that's enough to feed the entire pipeline full speed ahead). I really don't think it's a problem (developers don't seem to think it's really a problem either). You're trying to make it a problem as a last defense sort of thing. That don't float.... Sure, the Xbox isn't without limitations just like the other systems, but it's surely a lot less limited than them. |
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#119 | |
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Join Date: Apr 2002
Posts: 2,158
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#120 | |
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Senior Member
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#121 |
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Member
Join Date: Jun 2002
Location: Cincinnati, OH
Posts: 744
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Going by your way of thinking randycat then why don't developers lock games at odd rates between 30 and 60?
It's better to have a signal sync'd with a TV's refresh rate, just like a monitor. Anything over causes tearing and/or anomalies. Analog televisions with an interlaced signal refresh at 30Hz. Progressive scan televisions can refresh at 60Hz. Developers tend to stick to one or the other for obvious reasons. |
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#122 | ||||
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Senior Member
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...but all this is an unnecessary departure from the topic. Just concede that it isn't as simple as you had originally asserted. |
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#123 | |||||
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Member
Join Date: Jun 2002
Location: Cincinnati, OH
Posts: 744
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#124 | ||
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Senior Member
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So that leaves both types of TV's with an effective 60 Hz refresh in their own way. So your above comment doesn't really apply since the console isn't outputing a rate that exceeds either setup. In fact, tearing can occur when the console is rendering reduced framerates due to load, if the frame buffers are setup in such a manner. I've seen it happen on A early PS2 game (it wasn't even hitting 30 fps, I'd estimate). I haven't seen tearing in any game since. |
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#125 |
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Member
Join Date: Jun 2002
Location: Cincinnati, OH
Posts: 744
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Bah. You're right. Sorry for being so harsh to begin with. It's a bit late (almost 2 in the morning here) and I'm getting edgy
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