Bohdy said:I'd just like to see some shots or footage of the claimed normal mapping in the new Shiny game, Path of Neo.
Anyone have any?
ihamoitc2005 said:bump-mapping and all variations such as normal mapping = simulated geometry
Simulated geometry is needed where appearance of very high geometry model is desired but where for performance reasons actual high geometry models would not be practical and hence must be simulated using less demanding method.
On PS2, see 60fps Champions return to Arms. In opening scene, look at decorative irregularly shaped sculptural detail covering portal. It is not real geometry but simulated geometry and reacts to lighting in real-time as you rotate camera and change angle of reflected light.
Once through portal, look at cavern walls which appear to have detailed geometry such as horizontal ridges but close inspection reveals it is also simulated geometry.
It is feasible to do high-quality normal mapping on PS2. High-quality normal mapping accomplished in just 4 passes so this is no problem on GS unit which is designed for multi-pass effects. Performance difference between basic geometry simulation like Champions and high-quality geometry simulation may be frame-rate, perhaps 30fps instead of 60fps.
Qroach said:nah he's too busy making stuff up.
pixelbox said:could you show some pictures of this game pleeeeeassssse? i would like to see this.
ihamoitc2005 said:See non-repeating sculptural details on outside surface of portal? It is the basic geometry simulation of which I spoke. From close inspection of still-frame one can tell it is not real geometry, but when rotating camera it reacts to light as real geometry based sculptural detail would and when playing gives appearance of geometry.
http://image.com.com/gamespot/images/2005/038/reviews/920597_20050208_screen003.jpg
This image is not very clear but simulated geometry gives impression of ridges cavern surfaces.
http://image.com.com/gamespot/images/2005/038/reviews/920597_20050208_screen008.jpg
pixelbox said:could be baked on. are you sure it's normal mapped?
darkblu said:2) the bumped surfaces are fairly static in terms of spatial orientation - a stone world gate and a stone altar (?) and unless the (outdoor) light source moves they'd hardly need any dynamic illumination techniques (aside from receiving casted shadows) as they are very unlikely to change their interaction with the light source. unless the game uses some unified lighting model, that is .
therealskywolf said:Matrix Path of Neo uses normal mapping on the Ps2. Unfortunatelly....it looks like a low end normal mapping, like the original models are made of thousands of polygons instead of millions of polygons.
Matrix path of the neo characters actually look very average, for example
Look at it, does that look like a very high poly Model? Sure doesn't look to me. Yeah it uses normal mapping i guess....too bad it looks worse than games that don't.
And regarding Champions of Norrath, it doesn't use normal mapping, it uses static bump mapping.