Erm, since when is Le Mans Sega stuff? Wouldn't it be Melbourne House stuff?Qroach said:What's with you always posting sega stuff dude? get over it already, they are not the company they once were.
Erm, since when is Le Mans Sega stuff? Wouldn't it be Melbourne House stuff?Qroach said:What's with you always posting sega stuff dude? get over it already, they are not the company they once were.
jarrod said:Erm, since when is Le Mans Sega stuff? Wouldn't it be Melbourne House stuff?Qroach said:What's with you always posting sega stuff dude? get over it already, they are not the company they once were.
darkblu said:ps:
on a sidenote, the quality of recent threads on the console board has gone south. in every thread that has the potential of being at least of some use to even a handful of people there always pop up several guys full of so much "constructivism" that the thread becomes of no use to anybody. last minute newsflash: if the thread topic reads something loathfull to you, like 'ps2 bumpmapping' or 'dc rocks' you can actually _not_ click on the thread's link. thanks for your attention.
Erm, since when is Le Mans Sega stuff? Wouldn't it be Melbourne House stuff?
how dare you question the out-of-boredom (sega) bashers? regardless whether a thread has a direct or a remote connection to sega, popping up just to say the magical 'ohh p-lease, not sega again' gives you this stature.
Squeak said:
So that's the famed anisotrophic filtering! Looks a lot like they are just using RIP maps instead of MIP maps to me. No realtime filtering nvolved.
That's exactly my point. They didn't do real anisotropic (I believe), and they didn't have to, when they used those textures (at least for the road which I believe is all they claimed to have filtered).function said:I think you're seeing the "motion blurred" road textures, and assuming this is what people are referring to when they talk about the game's anisotropic filtering. Creating static textures with a certain look (be it shading, motion blurring, focus or whatever) is entirely separate and unrelated to the filtering performed on those textures at render time.
If you apply a RIP map to a square billboard polygon it is going to look stretched.Suffice to say, anisotropic filtering doesn't make things look stretched. When it works you can't really see it, only the absence of (well, reduction in) aliasing.
And also a nice cheap way of doing two things at once.Having road textures which imply a sense of speed in the direction of the road is a very old trick (and one that you could use along side any number of filtering techniques).
Squeak said:That's exactly my point. They didn't do real anisotropic (I believe), and they didn't have to, when they used those textures (at least for the road which I believe is all they claimed to have filtered).function said:I think you're seeing the "motion blurred" road textures, and assuming this is what people are referring to when they talk about the game's anisotropic filtering. Creating static textures with a certain look (be it shading, motion blurring, focus or whatever) is entirely separate and unrelated to the filtering performed on those textures at render time.
If you apply a RIP map to a square billboard polygon it is going to look stretched.Suffice to say, anisotropic filtering doesn't make things look stretched. When it works you can't really see it, only the absence of (well, reduction in) aliasing.
And also a nice cheap way of doing to things at once.Having road textures which imply a sense of speed in the direction of the road is a very old trick (and one that you could use along side any number of filtering techniques).
jarrod said:Erm, since when is Le Mans Sega stuff? Wouldn't it be Melbourne House stuff?Qroach said:What's with you always posting sega stuff dude? get over it already, they are not the company they once were.
CIN said:OH how I wish all PS2 racers used anisotropic filtering. Some of them have so much texture aliasing that it is funny when you think about it. Some of them look awesome though even though they could benefit from some nice anisotropic filtering which I think either the PS2 can't do in hardware or is very expensive to do.
It would be like doing MIP mapping twice, first pre-calc and then in real-time (maybe there would be a very small improvement, but not enough to justify it's use)function said:Squeak said:That's exactly my point. They didn't do real anisotropic (I believe), and they didn't have to, when they used those textures (at least for the road which I believe is all they claimed to have filtered).function said:I think you're seeing the "motion blurred" road textures, and assuming this is what people are referring to when they talk about the game's anisotropic filtering. Creating static textures with a certain look (be it shading, motion blurring, focus or whatever) is entirely separate and unrelated to the filtering performed on those textures at render time.
Ah, but using those textures doesn't mean you don't need to (as in 'benefit from') using anisotropic filtering ...
Anisotropic filtering involves downsampling the texture more in one direction than the other. That means if the texture is not applied to a polygon where it is accordingly compressed in the direction in which it was oversampled, it is going to look stretched.If you apply a RIP map to a square billboard polygon it is going to look stretched.Suffice to say, anisotropic filtering doesn't make things look stretched. When it works you can't really see it, only the absence of (well, reduction in) aliasing.
Not quite sure what you're saying I'm afraid. Anisotrpic filtering doesn't invlove the stretching of texures, only a different sampling pattern from normal bilinear.
Not up close of course (where it takes on the role you describe) but on the higher mip levels is begins to work as anisotropic.And also a nice cheap way of doing to things at once.Having road textures which imply a sense of speed in the direction of the road is a very old trick (and one that you could use along side any number of filtering techniques).
The road textures being "pre-blurred" to imply a sense of speed (fake temporal blurring I supose) doesn't replace aniso though.
Fox5 said:I thought anisotropic filtering reduced blurriness, not texture flickering and moire patterns?