Thanks Davros!
Another quick update its another quick busy day here:
openGL doesn’t seem as tidy as DX is just now, there seem to be a lot of different code paths for the different levels, this may be due to the way the info I found was written, so I’m going to target 4.0 and up so that i...
Sorry for the quick responce (its busy again), the MT will contain various volume textures (i think) :)
on a side note dose anyone have a link to a good pitch document (one that got funding)?
So..
I have had a quick look at amd and other doc's (thanks jlippo) and i think going to have to repick up OGL (i cant find any d3d details) so that might delay any progress but i'll try to keep updating this thread with info.
that said, to be honest im still pinning down design details...
Sorry richard its been a long, busy day at work (i'm still here!!!)
it would be a new dx11.1 class engine (sorry I should of made that clear, also a full engine is so much more than this.). I think I would try to get this to work at 120fps @720p (I think that this will be the new standard for...
hmm, my bad i'll try again (was rushing inbetween cases and calls):
so classicly you would have a dirt texture (or textures) with would be painted by an artist then applied over the colour map/texture. what i am suggesting is a greyscale (or single channel, that said you could use more than...
I see and I do understand but I don’t think that approach will work (I don’t believe that 1:1 texel ratios will be something that games use for a long, long time), I think that artist guided procedurals will be the way to go, so an artist would paint on to a model how dirt would build up on the...
so im at work and its a little busy so i'll laa-Yosh first as its a quicker answer, sorry richard i'll give a full answer once its slowed down here(at work) a little.
so the aim is for the artists would be for them to paint areas that the procedurals will effect and based on what you said it...
so im going to look into AMD PRTex to see what improvements (imo) could be made, does how do people feel about this list of base attributes:
1.) base mesh (g-buffer)
2.) base colour
3.) base normals/tessellation
4.) base sub-surface
5.) base specular
6.) base dirt
7.) base light
8.)...
hmmm, that would mean that all of the textures would have to get smaller in order for this to work as well as needing more shader time to render all of the extra attributes (which is fine (with me!) on PC, not so good for consoles or slate PC's).
Have any idtech 5 post-mortems, about...
sorry didn’t mean to take so long to answer (I’ve been a little busy).
Does the megatexture currently store player and npc textures?
Have there been any new demos of procedural detail shaders in the last 3 months?
Artists might love procedural detail shaders (or "surface attribute"...
sorry had some family and work stuff to sort, in the process of building a S2011 intel rig, as i need to able to play FM2012 (wan game which always runs, BF3 and compile at the same time! i currently have the motherboard (asus sabertooth x79). hope to finsh it(the rig) beforeborderlands 2 is out...
going to give this a go at the weekend has anybody played any games yet (how is the performance?)? also has anyone here made a metro app yet (please provide a link?)?