Perhaps for games with limited geometric complexity, not Crysis.
You speak non sense.Geometric complexity is directly relative to hardware power ,not software.
Perhaps for games with limited geometric complexity, not Crysis.
You speak non sense.Geometric complexity is directly relative to hardware power ,not software.
My understanding was that tiling increased the cost of gemetery, or am i talking shit?.
Fran,
The footage is really screaming for some AA. A while back you said you thought tiling on the 360 was a "solved" problem. Time to work some of your magic.
Yes, you have to process the geometry twice (at least), once for each tile.
I'm toying now with EdgeAA and in my opinion it looks very promising both in terms of speed and quality. We'll see how it goes.
So from what i understand its...
CE3 (PC) >> CE2 (PC) >> CE3 (Consoles)
To me the only thing CE3 needs to do over CE2 is :
1. The ability to have AF and POM enabled at the same time, that alone would make Crysis and other CE based games looks loads better IMO. Fran is this available in CE3?
2. Better AA for the trees, grass...etc..etc..etc...
Anything else to me is a bonus
I'd say CE3 (Console) > CE2 (PC) for some things.
Lack of resolution and processing power however may dictate that you cannot simultaneously enable ALL features.
But I'm pretty sure the engine itself is capable of more than the CE2 engine on PC.
Regards,
SB
Good call on the quote
I remember I wrote in the past that Tiling on 360 is a solved problem, in the sense that a pretty optimal solution to implementing it exists.
I'm not sure anymore that Tiling is the "right" solution to the AA problem on 360. And I would also extend this to MSAA in general. It feels somehow wrong having to spend so much memory to store fragments and then use it effectively only for edges. Memory spent for MSAA on 360 translates directly to the processing cost involved in Tiling.
If I take this memory/speed hit, I want FSAA and much better quality over all.
I'm toying now with EdgeAA and in my opinion it looks very promising both in terms of speed and quality. We'll see how it goes.
^ Halo 3 had a dual(?) HDR set up and couldn't really afford to apply AA. They already had to shrink the resolution size to 680p to squeeze in their lighting system.
The engine itself was more than capable of performing AA...
Is edge AA what UE3 games like Gears 2 use?
I thought Gears 2 used 2xMSAA on static objects?
In regards to the edgeAA I think he's talking about CEs edgeAA CVAR (which is a form of 'fake' AA that applies to vegetation and object edges). I think it's very effective at hiding the aliasing that the vegetation (plants, leaves, etc...) in Crysis exhibits (edgeAA with a value of 2 in particularly). In fact, if I could play Crysis with MSAA I'd still choose the edgeAA instead as normal MSAA doesn't apply to the vegetation (which looks horrible without it).
In my opinion, unless CE3 can work in transparency MSAA, I'd just rather them stick to the edgeAA (it's faster than 2xMSAA and I'm pretty sure you can't use both together).
But doesn't UE3 not support tiling? If so it couldn't do MSAA when running at 720p on 360? (due to the framebuffer not fitting into the Edram). And if it does support tiling, why not let everything get the AA? (as it's essentially 'free', apart from the geometry cost of tiling).
I thought Gears used edge AA (or edge blurring) on objects in the foreground and let depth of field hid jaggies further out.
No, there are surfaces that are without the depth of field effect that exhibit classic MSAA.
It's somewhat a mystery as to how they are achieving AA, but there is some form of edge AA going on that is rather inconsistent just as in Gears 1.
From what ive seen of the console footage it seems as if there are nowere near CE2, bear in mind it is running on, in essence, 7800GTX hardware in regards to PS3. I had an 7900GTX and that crapped itself playing Crysis, obv consoles are a closed box and are running a more streamlined console friendly engine but they will never match even CE2, maybe come close to it in some respects but thats about it
Draw distance has took a major hit, textures have and most of the PP effects have, for the hardware the consoles have it is impressive but i can show you stuff CE2 is doing on PC that you would not beleive and is way beyond console abilities.
From what we know thus far, it seems CE3 is a re-architectured engine to be more platform-agnostic. Probably with a couple of new features thrown in for the PC version (for now). End-user-wise, as many have mentioned before, there's nothing in this video that surpasses what we've seen Crysis/CWarhead.