Wicked_Vengence
Newcomer
Are those Gundam shots real-time?
Were any of the PS3 'games' real-time would be a better question...
Were any of the PS3 'games' real-time would be a better question...
OpaOpa said:FYI, this game will feature ONLINE CO-OP on Live. 8)
Megadrive1988 said:the Gundam shots are most likely pre-rendered. the graphics are a bit too flawless to be realtime, IMO.
london-boy said:Do you think it would be completely out of the question to have cylinders that look curved, especially when they're small and you're not looking at the section of it? Think about it, with the polygon performance either of the next gen consoles will have, do you expect many DOOM3-style pointy stuff?
Shogmaster said:london-boy said:Do you think it would be completely out of the question to have cylinders that look curved, especially when they're small and you're not looking at the section of it? Think about it, with the polygon performance either of the next gen consoles will have, do you expect many DOOM3-style pointy stuff?
Don't you think it's funny that they bothered to polygonaize all the other tubular shapes except for that one area? It's a target render with an obvious boo boo mistake.
london-boy said:Do you think it would be completely out of the question to have cylinders that look curved, especially when they're small and you're not looking at the section of it? Think about it, with the polygon performance either of the next gen consoles will have, do you expect many DOOM3-style pointy stuff?
JAD said:A 100K model quite managable in next gen? Current gen models are between 5K and 10K if you're lucky. You need not only make all the models in your game between 70K and 100K poly's if you're doing 1 with 100K poly's, you also need to make the environment much more detailed otherwise the character models are out of place. This would make a scene with some of these robots and a detailed environment easily somewhere around 4 milion poly's and I think even more.
60 fps * 4M poly's/frame would make 240M poly's/s. All that shaded and textured and all. I think that even for nextgen that would be to much.
london-boy said:JAD said:A 100K model quite managable in next gen? Current gen models are between 5K and 10K if you're lucky. You need not only make all the models in your game between 70K and 100K poly's if you're doing 1 with 100K poly's, you also need to make the environment much more detailed otherwise the character models are out of place. This would make a scene with some of these robots and a detailed environment easily somewhere around 4 milion poly's and I think even more.
60 fps * 4M poly's/frame would make 240M poly's/s. All that shaded and textured and all. I think that even for nextgen that would be to much.
Well i'm obviously only speaking from what we hear from developers and on this forum, we're gonna get 500M textured, shaded and lit polys in next gen consoles in realtime (the raw figures reaching the billions of polys per sec).
If that's not true, fine by me, but if it is, then a 100K polys model is perfectly manageable.
PC-Engine said:I said:Well i'm obviously only speaking from what we hear from developers and on this forum, we're gonna get 500M textured, shaded and lit polys in next gen consoles in realtime (the raw figures reaching the billions of polys per sec).
If that's not true, fine by me, but if it is, then a 100K polys model is perfectly manageable.
That's not true due to memory limitations.
london-boy said:PC-Engine said:I said:Well i'm obviously only speaking from what we hear from developers and on this forum, we're gonna get 500M textured, shaded and lit polys in next gen consoles in realtime (the raw figures reaching the billions of polys per sec).
If that's not true, fine by me, but if it is, then a 100K polys model is perfectly manageable.
That's not true due to memory limitations.
All this talk about procedural synthesis... Obviously won't help with models, but the environment will benefit from that, leaving more memory available for the models. Or at least that's the theory.
PC-Engine said:I said:All this talk about procedural synthesis... Obviously won't help with models, but the environment will benefit from that, leaving more memory available for the models. Or at least that's the theory.
Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.
london-boy said:PC-Engine said:I said:All this talk about procedural synthesis... Obviously won't help with models, but the environment will benefit from that, leaving more memory available for the models. Or at least that's the theory.
Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.
That's what i said.
london-boy said:PC-Engine said:I said:All this talk about procedural synthesis... Obviously won't help with models, but the environment will benefit from that, leaving more memory available for the models. Or at least that's the theory.
Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.
That's what i said.
JAD said:london-boy said:PC-Engine said:I said:All this talk about procedural synthesis... Obviously won't help with models, but the environment will benefit from that, leaving more memory available for the models. Or at least that's the theory.
Procedural synthesis have very little use outside of mountains, hills, valleys. Procedural textures follow a similar limitation.
That's what i said.
I sure hope that 100K models is managable ingame in next gen but seeing that the X800 Ruby model in the demo was about 80K poly's if i'm not mistaken with some simple environment I doubt it will be possible.
I will be happily surprised if it turns out that is possible though