Gamecubes Filter techniques

I was just wondering about the use of filters on GC games how it seems that some developers over do it while others seem to know to get it just right. Take these new Fzero images for example.

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Ooh-videogames

The problem is your linking the page rather then the picture in the page. Go to the page, right click on the picture, click properties and use that direct link to the pic instead.
 
I have a question that I hope someone will answer. I was in a another forum and someone mentioned RS2 Bespin level used 8 texture passes. Now I'm asking whether this is true or not, just if someone developing a game is trying to make sure the textures are not blurry but sharp, wouldn't multiple texure passes make this possible (sharper textures)? How much of a hit a system like Xbox or GC get, and is multiple texture passing a feature you have to turn on.

I have one more question, does optimization have to start at the end of development or can it done between development cycles?
 
First off, I certainly don't know the answers to most of your questions. I hope somebody can answer the others.

But I believe it's possible a game uses 8 texture layers at some places (not everywhere -- too heavy). I vaguely remember a PC games developer somewhere wishing for the hardware performance for no less than 16 layers. But the multiple layers -- whether it's in separate passes (essentially, pass = geometry setup), or by loopback (same triangle through the rasteriser again so no new geometry setup), or by simultaneous multitexturing (in the rasteriser) -- don't help detail sharpness. They add more complex visual effects: detail, light maps, procedural surfaces (lava, turbulent water, etc.), particle effects, shine, gloss, bumps, reflection, refraction, normal-vectors for really accurate per-pixel lighting calculations, and whatnot...

Detail sharpness is best increased by just bigger (more detailed) base textures and better texture filtering methods. You notice how in those pics the road further ahead doesn't show very sharp detail any more. Anisotropic (non-uniform, adaptive) texture filtering which uses a lot of texture samples would help that -- if the blurring isn't actually intentional for dramatic effect (sense of speed)!

Multi-pass texturing is handled by the API and the hardware when the game wants it, usually the user doesn't need or get to touch it in any way.

All AFAIK which isn't nearly enough :oops:
 
Perhaps a better answer would come from actually looking at the pics...

Look at the road in the last pic. There is (or could be, I'm not sure):

- The base detail: 1 texture
- Bump map: 2 or more textures, depending on method
- Gloss map (?): 1 texture
- Light maps : 1 texture
- Shadow maps (under the vehicles): 1 texture
- Decal maps (checkpoint marks): 1 texture

Where these overlap, you could have 7 or more layers on the road geometry. But I'm guessing, really. Can you email and ask the developers? I just got curious ;)
 
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