Recent content by assen

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    Will next gen consoles finally put an end to ugly low res textures?

    Only if in next gen the texture artists suddenly become talented to the very last man/woman, and agree to work for free 24/7.
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    How many vertex,pixel shaders and textures...

    We used to have on the order of 2000-2500 shader permutations when we used a forward renderer; when we went deferred, they dropped to around 500-700, and are slowly but surely climbing back up as we continue to add features. Still some way to go until we reach the forward renderer count. As for...
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    Cancelled: Top 10 Video-Games That Could Have Been

    You are right. Here are the Project Kingdoms ones I was thinking about: http://maciejkuciara.com/professional.html
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    Cancelled: Top 10 Video-Games That Could Have Been

    ...And that banner image is from Crytek's Kingdoms, not any of the projects mentioned above?
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    Graphics performance tricks that can be reused for next generation

    I think we'll see more of the BF3 Xbox "HD install" thing, with standard texture packs delivered to digital distribution, diskless consoles, free users, while HD packs reserved for optical media SKUs, consoles with HDDs, and premium users.
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    Archive Thread of Screenshots of Ridunkulous Quality and Size [2007-2015]

    Don't run at 1920x1080 what has been painted for 1820x720, simple as that. You do realize this has been done in something like five years and that doubling the resolution of, say, the closest to the player 25% of the surfaces is as much work on top of it again?
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    The Game Technology discussion thread *Read first post before posting*

    This is true (the supported max resolution sizes), but it has little to do with the final resolution of the textures in-game, which is limited by streaming. If they had a magical fast stream, they would have used several 4x4 atlases to stream into.
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    Microsoft E3 Conference 2011

    From what I hear, this _was_ ingame. Also: If that wasn't a price drop announcement, I don't know what is :-)
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    what do we really know about rage's lighting and shadowing?

    No, decoupled resolution with the same mapping. The same piece of the megatexture with the same shape is covering the geometry, but for diffuse we have e.g. 512x512 texels, for the lightmap the mip tree is cut off at 64x64 texels.
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    what do we really know about rage's lighting and shadowing?

    What makes you think so? My understanding (possibly very wrong) of how it works is that they can adaptively distribute real pixel resolution anywhere in the virtual 128k, per-layer - e.g. a piece of ground where the character walks on, but can never be shadowed by the precalculated...
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    Alternative AA methods and their comparison with traditional MSAA*

    An hour or two? You must have done something interesting to it, care to share?
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    How many batches

    The question, as stated, does not make sense, and you will not get answers that make sense. The cost of a drawcall is by itself is meaningless; it's how much state you set between drawcalls that makes the drawcalls themselves expensive. On 360, the drawcall itself can become almost free...
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    *spin-off* Deferred Rendering & 360

    We're about to ship a Xbox 360 titles with a light pre-pass renderer. We use it to have significantly different shading on characters, with more texture maps (e.g. a fake SSS map, a material map switching between skin/cloth/metal shading, a separate environment map mask), and a significantly...
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    *spin-off* Deferred Rendering & 360

    Or there might be another one coming out sooner ;-)
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    B3D News Item: Challenge: Find Differences between Crysis 2 Console SKUs

    Nah, it should at least run Crysis 2 well. /runs
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