I don't think they will be using the same method for HDR.mm... Two 1152x640 buffers with 2xMSAA still won't fit.
I don't think they will be using the same method for HDR.mm... Two 1152x640 buffers with 2xMSAA still won't fit.
Is the resolution and AA really the single most important thing in graphics?
I'm talking about the Light Pre-Pass (version A) where the first pass is to render out the normal & depth buffers. These will have to fit within the eDRAM simultaneously to avoid tiling. The other version of LPP avoids the second geometry pass whilst rendering out the specular info along with the other two buffers.I don't think they will be using the same method for HDR.
Not saying they should or should not do it. That's entirely up to them sparing the time for redundant processing. It's just easier if they can avoid it. But who knows, maybe they can afford it.why should they avoid tiling? it was mention by sebbi that performance hit its not so big. It can be tricky to implement but i think bungi can handle it.
Is the resolution and AA really the single most important thing in graphics?
Is there some good article on pre-pass lighting renderers? I recall GTA4 being one, and UC1/2 the other of the better known examples...
I'm talking about the Light Pre-Pass (version A) where the first pass is to render out the normal & depth buffers. These will have to fit within the eDRAM simultaneously to avoid tiling. The other version of LPP avoids the second geometry pass whilst rendering out the specular info along with the other two buffers.
No problem in fitting normal + depth during the first pass in EDRAM, that's what all 720p (without MSAA) games do.
Right, but we were on the topic of 2xMSAA.
Ah right. Forgot about that. Doesn't that mean any lit edges will be aliased
By now you've got the skinny on the Halo universe and franchise, so it's time for creative director Marcus Lehto to go into detail about Reach's gameplay, characters, and weaponry.
So, in the end is the lone wolf guy going to end up becoming Master Chief?