Recent content by mikiex

  1. M

    Is tesselation possible on the PS3?

    As jlippo says the psx tessellation was just for interpolation, I remember seeing it when I was working on a psx racing game and we were using the analyzer to see what tech other games were doing at the time. I guess these days you could just load up a psx emulator in wireframe :) On the...
  2. M

    Is tesselation possible on the PS3?

    Tessellation of cars is a good idea because real cars themselves are designed out of curves originally. Even if you cannot finally push a huge amount of vertex data on the RSX, doing it on the SPUs does mean you can dynamically balance the the verts you are pushing depending on how many cars you...
  3. M

    Xbox Upscaler... Any Details and Information?

    Unless its programmable as it was on the XB360, where the developer can choose and tweak the method. Not that I know if any developer bothered changing it from the defaults.
  4. M

    Why are Playstation resolution modes so weird?

    On the moving subject a faster framerate (In this case fields per second) will give a better temporal resolution or maybe perceptual.
  5. M

    Xbox Upscaler... Any Details and Information?

    If by XB2 you mean XB360, there was some confusion over the scaler and if it was hardware and the location of the hardware. This came about from conflicting information, official sources saying the ANA chip was used and another saying it was on the gpu. Then this caused people to think it was...
  6. M

    Could PlayStation 4 breathe new life into Software Based Rendering?

    It's already not fixed function - what is wrong with the rendering we have, yes in the future you will be able to write a more unique pipeline you can do interesting things now - but PS4 and Xbox One are not some amazing step forward in tech. The question is what amazing new advantage will...
  7. M

    Clear PVRTC

    Maybe Simon wants to speculate (or explain if he knows) what method they are using to encode these. Though I haven't tested it, so I can't say for certain how good the results are compared to pvrtextool, it does look interesting. http://www.webtech.co.jp/eng/imesta/smartdev/detail.html...
  8. M

    Is programing "to the metal" on XBOX 360 forbidden?

    First party don't have to make difficult decisions about how to achieve the same thing on multiple platforms. I think thats the biggest factor because you dont want to write large amounts of specific code just for one platform. Even at API level there are quirks for each platform you have to...
  9. M

    What's with trees this generation?

    Also the open world of RDR, you are walking through a forest, its fairly flat and you can go in any direction. Uncharted is totally different, its not open, its corridors giving much more control of reducing overdraw.
  10. M

    Wii U hardware discussion and investigation *rename

    Its never been a simple as which has the best tools as to how the lead platform is chosen in my experience. Often you choose a weaker platform in terms of performance, Though in recent times what actual platform we are leading on has become more blurred.
  11. M

    Hyrule Field in OOT for the N64.

    An Issue I remember was no additive blending, was it possible and just down to a limitation of our engine using the standard nintendo sdk?
  12. M

    strategy for automatic shader compilation caching (with change detection support)

    A possible advantage of not precompiling is that users can easy rewrite your shaders to improve them or get advantages in multiplayer etc.
  13. M

    Future application of fractal maths in computer...imaging (I think) *spawn

    I don't know but it could be that authoring the large data set for something like Rage is the problem, I would imaging some system of painting layers - yes you can have totally unique texels, but if you have to cover say 1km and more of textures what are you going to fill it with as an artist...
  14. M

    Future application of fractal maths in computer...imaging (I think) *spawn

    Unreal used procedual textures http://wiki.beyondunreal.com/Legacy:FractalTextureFactory ignore the word fractal though, it think it was called fire engine We are going back some yeaaars though :) I might try and put in a fractal shader in the next commercial game I'm working on :)...
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