But what about the remaining 800 standard cars? They already look bad next to PS3 in game premiums, on PS4, they'd stand out so badly compared to a full LOD premium model...
hopefully means that standard cars have been reworked slightly to accept the same wheels (polygonal) as the premium cars.• Multiple aerodynamic parts and custom wheels will be available for almost all cars.
Somewhat baffled by the PS3 announcement at this point. Hopefully we'll know more before they actually release the game, so I can decide whether to just wait for the PS4 version.
I didn't see anything about a new sound engine, because the series desperately needs it.
Perhaps the standard cars will look better in GT6 this time ?
https://www.youtube.com/watch?feature=player_embedded&v=ZM-8_N8gcaw
did they drop the self shadowing on the cars ?
Why do we think there are standard cars in GT6 at all?
It seems that they use something more subtle this time around, which is good as the self shadowing was horrible in gt5.First thing I noticed...
Would this also mean they can do without LODs completely? Because that could save them quite a lot of work in the car modeling pipeline (and save them a little bit of memory too I bet). It's also certainly a good preparation for the PS4 version ...
Fafalada said:Actually many/most aren't - it's quite common to use fixed parametrizations, adaptive is not really a solved problem for certain types of topology, especially realtime.Funny thing is, every tesselation is adaptive.
Fafalada said:No - tesselation is creating new polygons from existing ones - regardless of the size or position of objects on the screen.That's just tessellation.
It's one of the things SPEs pretty much excel at (as did PS2 VUs for that matter).There isn't much that the PS3 can't do the question is how good can it do tessellation.
Swifty said:Graphics coder here. Tessellation let's us break up a mesh into a more complex mesh for use in something like displacement mapping. The question is how much we breakup the mesh. Adaptive tessellation let's us break up the mesh using dynamic factors such as distance, occlusion, and size.
Tessellation wasn't originally supported on the PS3 so it's likely they're doing this as an SPE job. PS4 has tessellation support from the get go.
Swifty said:The difference between this and the traditional way of doing LODs is memory. With traditional LODs, you need to store a separate mesh for each model's level of detail. With adaptive tessellation, you can potentially just store a base model and let the tessellation shaders handle how many primitives are produced.