Recent content by Ether_Snake

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    Trees in Red Dead Redemption?

    Thanks for that pdf zed! If I understand this right, the trees would be rendered to a buffer and applied on the billboards? And I'm guessing we could render it let's say from the front, and then only render it again from a different angle if you have moved a certain amount around the tree...
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    Trees in Red Dead Redemption?

    Sounds like maybe this is what they do, although if you run around in circle in Red Dead you can see there is at least more than one billboard. Sounds good anyway:) Thanks!
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    Trees in Red Dead Redemption?

    It's not what they do in Red Dead. The 3D mesh tree doesn't rotate.
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    Trees in Red Dead Redemption?

    Billboard would be a render of the tree at a specific angle, let's say seen from the front. When you get close to the tree, looking at it from its right side, and then walking away, there would be a discordance between the 3D tree and the billboard since the billboard is a texture of the tree...
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    Trees in Red Dead Redemption?

    Yes but then the tree doesn't rotate when you are close to it, so it would not match the billboard that would appear when moving away from it.
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    Trees in Red Dead Redemption?

    But how do they get the billboard tree to fade with the 3D tree? At some point the billboard wouldn't match the rotation of the 3D tree and it would be very noticeable during the transition. I noticed they do some parallax effect on the 2D trees to give it a sense of volume, but I'm not sure...
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    Trees in Red Dead Redemption?

    Hi, I loved Red Dead Redemption and I was trying to figure out how they did the transition for the LODs of the trees? When you are far away, I'm guessing it is a 2D texture on a plane or some such, but as I move closer to it the transition to a 3D mesh is barely noticeable at all. What I...
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    Demon Soul's Lighting?

    I started playing Demon's Soul recently, great game, and I was wondering about the lighting. It looks like it might be differed rendering, considering the number of apparent dynamic light sources. But one thing I noticed that works extremely well is a sort of halo around all light sources...
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    CryENGINE 3

    Isn't the global-illumination feature also for consoles? I remember them saying so. Someone has to lead us to better lighting solutions. I think CryTek will.
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    CryENGINE 3

    I see CryENGINE 3 getting used a lot more than past CryTek engines, and their development on Crysis is giving them a technical lead over everyone else even on consoles now. They are putting themselves in a great position especially for next-gen.
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    Uncharted 2 lighting?

    On a certain high-profile PS360 game I worked on we had on average 1 to 1.1 million triangles on screen at a time, at 30FPS.
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    "Yes, but how many polygons?" An artist blog entry with interesting numbers

    The Prince of Persia 2008 main character had around 40,000 triangles:p And this was at all times, cutscene or not.
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    Uncharted 2 lighting?

    We do this actually, but I've noticed that we don't really see the normal maps. If I display only the lighting, I can see it is affecting the normal maps, but when I switch to Final view mode it's all flat. Maybe because the light source being an omni, rather than a direct light, it makes it too...
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    Uncharted 2 lighting?

    SSAO yeah, it's nice but I'm talking about all that radiosity in the environments, the fact that the lighting isn't vertex-baked, flat, etc. The game I'm working on uses a lot of baked vertex lighting, it looks like a PS2 game IMO. I'm sick of vertex lighting. I'm wondering if ND used some sort...
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    Uncharted 2 lighting?

    Hi all. I was looking at Uncharted 2, moving around with the free camera, and I'm wondering if anyone knows if they used a middleware like Beast or is it all deferred rendering? Basically, the lighting is incredible, and I'm wondering if it is baked textures, all dynamic lights, or a bit of...
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