Ug Lee said:The obvious assumption then - it's only used on games that run with full height frame buffers?
Blade said:It's apparently very difficult (if possible) at 30fps.. and moreso at 60fps..
Tagrineth said:Probably takes too much memory to be used effectively on PS2...
clem64 said:Timesplitters2 on GC and Xbox have detail mapping. PS2 version doesn't. I've always wondered why. Maybe S3TC is especially helpful for things like these.
marconelly! said:I have seen it being used at least in two games - Jak & Daxter (the metallic tower, which basically has three texture passes - base, reflection and detailed) and 'Pirates - the Legend of Black Kat' which uses that effect on the grass. I'm not sure about pirates game, but J&D is definitely 60FPS.
If you are not really close to the the tower, there are reflection and base texture. Get close to it and you will see that additional layer of more detailed texturing kicks in over that. My impression is that textures don't necessairly have to be ultra detailed to call that effect detailed texturing. They just have to be more detailed than normal when you get really close to the object. Maybe it's just mip-mapping, as you've said it's hard to draw a line between the two.The metallic tower has detail textures? That’s not very detailed , what’s more I can’t see more than two layers: base and reflection.
I'll play the demo version now and get back to you.It has been some time since I played Legend of Black Kat, but I seem to remember that the grass looked more like fur shading or voxels to me.
Blade said:Jabjabs: Aye. All Unreal games have detail textures.
Squeak said:I was thinking, does the EE have special hardware for down filtering textures for use in mipmaps, or is that operation so simple it would be wasting space to have specialized hardware for it?
The reason I’m asking is of course because it would be very beneficial to reduce textures to the needed size before sending them over the EE to GS bus
(I’m thinking realtime filtering because with only 32Mb, storing all mip levels in memory would be a definite no-no).
This would make perfect sense since, if I remember correctly, GS mipmap hardware performance takes a hit “shrinking†textures but not to “enlarge†them.
Unfortunately, it's not a very good way but I guess we're stuck with it.Thowllly said:Squeak said:I was thinking, does the EE have special hardware for down filtering textures for use in mipmaps, or is that operation so simple it would be wasting space to have specialized hardware for it?
The most common way to down filter for mipmaps is, AFAIK, simply averaging together 4 pixels at a time.
Eh, I'm kind of more partial to detail maps that actually give an impression of intended material rather then just overly sharp noise maps that usually end up looking the same on everything, and not particularly good either. (Serious Sam or Alice particularly stuck in my memory as example of this).Squeak said:The metallic tower has detail textures? That?s not very detailed , what?s more I can?t see more than two layers: base and reflection. It has been some time since I played Legend of Black Kat, but I seem to remember that the grass looked more like fur shading or voxels to me. When I think of detail texturing I?m thinking about a heavily tiled map with indistinguishable, or almost indistinguishable texels.
Afaik it's possible to get different resolution maps from IPU. Haven't really fiddled with that though.I was thinking, does the EE have special hardware for down filtering textures for use in mipmaps
Although realtime filtering would be nicer if it were free... I can't say I ever saw the memory overhead as much of an issue, given the benefits.(I?m thinking realtime filtering because with only 32Mb, storing all mip levels in memory would be a definite no-no).
Those GS performance hits are in relation to normal drawing. When dealing with drawing a rectangle with fixed coordinates, it's relatively easy to do this without the performance hits too.This would make perfect sense since, if I remember correctly, GS mipmap hardware performance takes a hit ?shrinking? textures but not to ?enlarge? them.
Eh, I'm kind of more partial to detail maps that actually give an impression of intended material rather then just overly sharp noise maps that usually end up looking the same on everything, and not particularly good either. (Serious Sam or Alice particularly stuck in my memory as example of this).
Either way, I'm pretty sure J&D uses detail maps on terrain (as did Drakkan for that matter, and probably a few others) at the very least - it's something that goes hand in hand with typical terrain generation methods anyhow.
Well J&D among other things isn't really styled towards sharp look - their textures are handdrawn, so it's different kind of detail even before we talk resulotion. And well, yeah, landscape models often play with detail textures up close that are full color maps, not just b&w gradients.Jak & Daxters grass, isn?t so detailed that you can make out individual blades of grass (though it has some very high resolution textures on some of the brick houses in the village, on the Precursor ruins on the beach and in some other places that could be detail textures), and it isn?t only the high frequency monochrome detail that?s added as you get closer, in J&D. Of course it could be called detail textures anyway.
I don't see why not. The only real technical issue you face is dealing with UV precision - which shouldn't be a problem if you've thought of using this from the start. (it would make it a bitch to add it in the last moment though).But to sum my question up, do you think Halo like detail textures is possible on PS2?
Fafalada said:Well J&D among other things isn't really styled towards sharp look - their textures are handdrawn, so it's different kind of detail even before we talk resulotion. And well, yeah, landscape models often play with detail textures up close that are full color maps, not just b&w gradients.Jak & Daxters grass, isn?t so detailed that you can make out individual blades of grass (though it has some very high resolution textures on some of the brick houses in the village, on the Precursor ruins on the beach and in some other places that could be detail textures), and it isn?t only the high frequency monochrome detail that?s added as you get closer, in J&D. Of course it could be called detail textures anyway.
I don't see why not. The only real technical issue you face is dealing with UV precision - which shouldn't be a problem if you've thought of using this from the start. (it would make it a bitch to add it in the last moment though).But to sum my question up, do you think Halo like detail textures is possible on PS2?