Tiled resources never really got anywhere then...
would TR have reduced CPU load? to me it sounds like it's supposed to reduce memory size (IIRC megatextures)Tiled resources never really got anywhere then...
oh right.The video speaks at volumes about the weak texture quality on XB1 and how the extra 4GBs of XB1X provide decent assets. TR is/was supposed to largely solve our RAM limits.
Isn't one problem of TR that you have many small reads to the HDD which is really bad as long as you don't have an SSD or some other cache where the textures are already.I was responding to the video rather than the current line of discussion. The video speaks about the weak texture quality on XB1 and how the extra 4GBs of XB1X is needed to provide decent assets. TR is/was supposed to largely solve our RAM limits.
Thats a nice retrospective of the series. But I was hoping for a more in depth analysis of TTT on PS2. That game provided a visual presentation that no other game managed to pull off on the PS2. It was also the closest thing if not the only title that managed a PBR look on a console that didnt have the power to do so. So it must have been doing something really special.
A real generation leap requires raytracing effects. Otherwise it's more of the same but only in a higher resolution.
In addition, missing shadows often disturb me when playing games. The distant trees in the Halo video have no proper self shadowing and therefore they stick out of the environment. This problem requires a solution.
In my opinion, Metro Exodus does not look as technically advanced as it is said. The materials
have apparently no PBS and the assets could be from the predecessors. The state of the engine reminds me a lot of previous Metro titles. The game can still be great, of course.
On twitter I ask to one of the guy working on the SEED demo, he told me it is maybe possible to use raytracing on next generation of console only for shadowing.