!eVo!-X Ant UK said:Its already been stated by Sony that it could indeed work like that on PS3.
But you don't do bump mapping by 'rendering textures' for goodness' sake, damnit. Do your reading please...
!eVo!-X Ant UK said:Its already been stated by Sony that it could indeed work like that on PS3.
Laa-Yosh said:But you don't do bump mapping by 'rendering textures' for goodness' sake, damnit. Do your reading please...
RSX Shades a texture and applies the standard bump maps, parralex maps etc etc etc.....Then whips it straight to VRAM/MainRam Then Cell either adds Further shadeing + Any post process you can think of.
In a fighting game RSX renders the Scene then whips it straight to Cell for some lighting + post proccess effects. Just imagin the lighting on the next gen Tekken.
Thanks!Laa-Yosh said:You have a 'skeleton' built from 'bones' ...
Ah, there was me thinking that the source models would be very high poly (e.g. like the cars in PGR3), but things like wheel arches and headlights would get lots more polys in close-up - and much less in distant views.The obvious problem with adaptive tesselation is that as the model moves, the tesselation changes, and it'd be very very noticeable. Either you increase the levels globally (ie. tesselate each poly into n, 2n, 3n polys) which is somewhat easier to hide (based on distance from the camera) but inefficient; or use a complex algorithm depending on edge length etc. (like PRMan). The later is very tricky to get right, and change the number of polys so that it is unnoticed; I'd doubt that it could be used on this gen.
You will need more polygons for more detail... tesselation can only smooth your existing curves but it won't create extra detail on its own. You can't build a face from a cube with tesselation only, and especially can't animate it... the detail has to be there.
liverkick said:Another interesting example to look at might be that updated Mobile Suit Gundam "target video" shown at TGS. There's some pretty amazing looking deformation and particle effects when the robot crashes into the side of the building. Granted its a cut scene but it seems to be based on the same assets used in the real-time demo they had earlier in the year.
http://games.kikizo.com/news/200510/059.asp
(Second from the top, you have to click the link and then right click/save as on the bottom)
Well one could argue that's exactly what deferred shading doesLaa Yosh said:But you don't do bump mapping by 'rendering textures' for goodness' sake, damnit.
Cars are very amenable to subdivision - there's plenty of hi-res CG art out there that uses only around ~10k poly base, the rest comes from subdiv.Jawed said:Is a 40,000 poly car exterior amenable to being tessellated to pixel-perfect smoothness close up? Or is that an order of magnitude short?
Fafalada said:But I figure you were referring to shading in actual texture space - which isn't impossible either, but it's a good question what would be the point.
That said, adaptive tesselation should be more interesting then just using it with plain subdivision - with the kind of GP-Flops power available in the new hw, we could potentially have access to some very interesting ways of storing compressed hi-res detail.
Making coffee I betLaa Yosh said:Yeah, I kinda wonder what the pixel shaders on RSX would do in this case...
Well once you go adaptive, you rarely need to access all that many polys at the same time. And the whole point of continous tesselation is that you never store any of that permamently - it's supposed to be just streamed out, not written to external memories (as long as the hw in question can support it, that is).Even a tenth of that would be pretty cool detail to have, but I wonder if the GPU can have access to enough memory to do it...
Titanio said:As for AI, I'm not sure what techniques they're using, but the MoH team at EA for one is reportedly using SPUs for AI.
Is there any particular reason why you can't interpolate bone weights (and all other parameters like UVs) during tesselation? Should be trivial. Though obviously tesselation post-skinning would save a considerable amount of vertex transforms. A 10k model skinned would need 10k vertex transforms, and then tesselated to 40k, whereas a 10k model tesselated to 40k first would need 40k vertex transforms.Laa-Yosh said:You'd not be able to skin an adaptively tesselated model this way either, unless the tesselator would also interpolate the bone weights.
Nothing wrong with that, but I'd like to do skinning before tesselationDemoCoder said:However, I don't see why CELL couldn't tesselate, and then RSX do skinning. That's what's done today in PC games in the few that use the CPU to generate geometry on the fly.
Gholbine said:Not that I'm doubting you, but do you have a link for this?
He revealed that, while still early in development, the PS3 version of the game was already fill-rate bound, leaving 4 SPUs of the PlayStation 3 ready to be used for code-powered effects such as physics, particles, AI, and so on.
Titanio said:
!eVo!-X Ant UK said:Fill Rate bound this early on??? thats quite bad no..??? Or is it the codeing?? In fact whats is RSX's Fillrate.
EA have used up 3 SPU's worth of float on the grahics and have reached the limits of the fillrate (in this one game with little experience of the hardware too). That leaves 4 SPe's for other stuff. If the GPU wasn't fillrate limited at this point, and wasn't running at the limit of the fillrate until 7 SPE's were used on graphics, there'd be nothing left.!eVo!-X Ant UK said:Fill Rate bound this early on??? thats quite bad no..??? Or is it the codeing?? In fact whats is RSX's Fillrate.
Shifty Geezer said:EA have used up 3 SPU's worth of float on the grahics and have reached the limits of the fillrate (in this one game with little experience of the hardware too). That leaves 4 SPe's for other stuff. If the GPU wasn't fillrate limited at this point, and wasn't running at the limit of the fillrate until 7 SPE's were used on graphics, there'd be nothing left.
At the end of the day, games that aren't at the limit of the fillrate or other finite capabilities of the hardware are leaving resources unused. If the graphics are running full pelt and only 50% of the fillrate is used, that's a bad system design that shows an overabundant, redundant resource. In that case the system would be processing limited, and the resources spent on providing all that fill-rate are a waste as the rest of the system can't use it. A balanced console should have everything in use at it's limits (where appropriate. Some software just won't be that taxing in one or other department. Tetris is never going to be CPU bound or fillrate limited, unless they raytrace it!).
Laa-Yosh said:I wouldn't consider that one-pass either, because you'd have to take the HOS geometry, load it into the SPE, generate tesselated meshes, write that out to memory, then load into RSX and process it like any other bit of geometry. Even if you could send it from the SPE directly to RSX, it'd just as well defeat the main purpose of displacement mapping, which is to 'compress' geometry.
Shifty Geezer said:Is there any particular reason why you can't interpolate bone weights (and all other parameters like UVs) during tesselation?
However, won't HOS be needed to some degree for tesselated curves?
Yeah, sorry. We had burglers couple o' days ago and I haven't slept as well as I ought, and so have been running a bit on fuzzy-logic! I was thinking of taking flat surfaces and subdividing them to get higher mesh resolution, which obviously has no benefit (save perhaps displacement mapping) and hence my question.Laa-Yosh said:I'm not sure I get you... tesselation is the process of converting a HOS into triangles. You can then leave the mesh as it is, or apply displacement mapping too, or whatever.