Edit: Ah well..it's a dead discussion
I think Zelda BoTW looks great however I am curious are there any Ps360 titles that
bring something as impressive to the table in an open world game ?
Despite the turn the last conversation took, I still think something cool could still come from the question.
Are you sure? There's the old inverted mesh trick to get the outlines, but modern pixel shaders can do the same without doubling the mesh. I think. Normal maps can be used just as well as conventional rendering. Basically render as normal and clamp illumination to a gradient ramp.Cel Shading also requires about twice the polygon count of a non cel shaded game due to how cel shading works.
milk answersUnfortunately fill rate hasn't increased as much as ALU. I found grass/tree rendering to be the most difficult part to get running at 60 fps on Xbox 360.
Bingo, this is what I done 15 years ago and I guess the Zelda game doessebbbi, what if each blade of grass is an individual mesh with no alpha map? Does that make it less expensive on fillrate
I do have a simplistic webgl app I could upload to a page if you wanna have a look.
Digital Foundry: Hands-on with Battlefield 1
Initial tech analysis, a PC settings comparison preview - plus evidence of DirectX 12 support.
no probs Ill upload this weekend when I get some time to update my site, its not gonna run well, its from a couple of years ago when webgl was just starting (havent looked at that API for a couple of years, there are prolly far better ways of doing the rendering than what I'm doing)Well, if doesn't take too much of your time, it'd be lovely.
Plenty. As orangpelupa says, GTAV was epic for example. It's stupid to try to compare BotW to PS360 games as if either BotW is rubbish or doing something PS360 couldn't, as we know Wii U isn't massively more powerful so literally can't do anything more impressive save some graphics techniques dependent on the more modern GPU architecture. We should only be discussing BotW like any other title - what is it doing and how on the hardware available.
It's obsessesive drives to turn games into examples of godlike powers by superhuman devs, or as evidence of a weak system deserving contempt, that turns good discussion to shit. I don't undertand how that mentality can continue to exist in some people long past their teenage years when they should really outgrow it.
hmm GTA V and MGSV are impressive on PS3X360.
Non-alpha blended geometry works perfectly fine, but it's limited to simple shapes, such as grass blades. Your artists likely want to add some flowers, bushes, etc in the mix. Tree leaves also require more complex shapes. If some geometry needs alpha blending and some doesn't (different render states), you can't perfectly depth sort anymore (and can't render everything with a single draw call). Anti-aliasing is problematic with defererred rendering pipelines. Alpha blended edges are perfectly antialiased (AA is baked to texture). If you have a real (sharp) polygon edge, you need either MSAA (= slow with deferred shading), post process AA (= temporally unstable) or temporal AA (= reprojection based IQ issues -- neighborhood clamping works especially bad on grass).sebbbi, what if each blade of grass is an individual mesh with no alpha map? Does that make it less expensive on fillrate (considering the engine can handle such geometry density) or is rendering a bunch of long polys too terrible for rasterisation and shader efficency? I guess the overdraw you save by quitting alpha-testing might be cancelled out by the sheer volume of blades you end up having to render, but maybe with that kind of dencities more agressive lodding isn't as noticeble...
Alpha blending doesn't slow down the fillrate on modern GPUs (it only requires more bandwidth). Hi-Z hardware of modern GPUs work in 4x4 (or bigger) tiles. Thin grass blades (both geometry and alpha mask based) do not occlude that well. You will still be executing a lot of extra pixel shader invocations. "Looks better" is debatable. It entirely depends on your anti-aliasing method.Bingo, this is what I done 15 years ago and I guess the Zelda game does
+ less filllrate (plus no expensive alpha, Is alpha test/blending still 2x the cost of normal? plus also drawing pixels that are not even seen) We are prolly talking a 3-4x fillrate saving here, bang! your quarter sized stuff are now fullsized and run at the same speed
+ looks better (this is the biggest plus)
- more vertices, more computing (the thing is todays GPU's have become so fast, I say use this power to make something better looking than last century's 'speedtree' like stuff)
Yes shadows were previously a PITA but this also benefits of having cheaper shadows (less fillrate)
The biggest issue for not using alpha masks (at all) is artists. This choice will limit artists, and they don't like it
Its not debatable, eg the following grass texture which is typical of that used in games, all the blades are on a single polygon, thus they all have to billboard at the same vector, which is not going to look right (at a greater distance it will look ok though) also when the grass sways it goes backwards and forwards,backwards and forwards all together eg see XXX.youtube.com/watch?v=B4j5tzAIflU&feature=youtu.be&t=1212 (cant link or else it inserts the video which starts playing from the start), contrast this with each blade being able to move independant, it just looks better."Looks better" is debatable. It entirely depends on your anti-aliasing method.
Examples of good looking alpha masked grass:Until you want folliage with some flowers on the top, which would require many polys to do without any alpha mask. But of course, my question was motivated by zelda, which only has very simple grass, and cartoony visual style, and which looks a lot like they are animating grass strands individually, and look a lot like simple flat coloured poly strips. Probably not the best aproach for many use cases, but seems like a great fit for this Zelda.
I am talking about alpha masking single ferns/plants/flowers/grass blades. 3-4 triangles already approximate a grass shape pretty well (plus allow individual bending animation). With alpha mask the shape is properly curved (no polygon edges) and the alpha mask provides high quality baked AA. This also makes it possible to mix ferns/flowers/etc seamlessly in the grass. I am pretty certain that this looks better than hard clipped grass polygon edges (no matter how fancy AA method you use for the geometry). Yes, it is a slightly bit slower, because custom MSAA coverage output and/or discard is bad for depth compression. On modern hardware this doesn't disable HiZ (and early Z test still works). The difference in performance is not huge. Alpha mask gives artists more freedom and improves their productivity, making it often the preferred method.Its not debatable, eg the following grass texture which is typical of that used in games, all the blades are on a single polygon, thus they all have to billboard at the same vector, which is not going to look right (at a greater distance it will look ok though) also when the grass sways it goes backwards and forwards,backwards and forwards all together eg see XXX.youtube.com/watch?v=B4j5tzAIflU&feature=youtu.be&t=1212 (cant link or else it inserts the video which starts playing from the start), contrast this with each blade being able to move independant, it just looks better.
WRT speed of doing a billboarded polygon vs lots of individual blades, I would be interested in a benchmark between the two, I would put my money on the better looking method