DeadlyNinja
Veteran
I can't stand the ignorant idiots who doesn't even have the slightest grasp of what they're looking at when it comes to graphics. This applies to users of all 3 consoles. I want to write something that's actually targeted at Wii fans, but should also be enlightening to 360/PS3 fans as well. I mean, it's not like the average 360/PS3 owner actually gets what they're seeing unless they hang out at beyond3d. The tech in anything beyond the Wii is still way over my head right now, that why I'd like to study up on weaker tech before moving onto something more advanced. At least having a grasp of the simpler tech gives me better appreciation to the more advanced stuff and I hope my article can do the same for others. I want to explain things from an idiot standpoint to make things as easy to grasp as possible.
Before that though, I still have some questions, and that's why I'm here. I have a few questions and requests to research.
Requests:
- Does anyone have the PC version of Oblivion? If you do, can you do me a favor and take a screen shot for me? I need 2 screen shots just at the very beginning when you start off locked in prison. You know the parallax mapped bricks on the wall? I'd like some screen shot showing them off, while another screen shot of the wall from a steeper angle where your vision is almost parallel to the wall. When your vision is almost parallel to the wall, you should notice the parallax map illusion disappear and pop flat into the wall. I want a screen shot of that. Oh, the first screen could be taken at an angle just before the bricks lose their illusion. That'll better help illustrate my point.
Questions:
1. Ok, I asked a bit about vertex shaders, and now I understand it a little bit better, but I still have more questions. For example, what is the point of the vertex shader test in 3Dmark 2002 and 2003? When I watch it, I see tons of ogres/agent smiths walking around shooting/swinging their clubs. I really don't get what I'm suppose to be seeing in there that's related to vertex shaders. I'm sure they are using them, but where, and how?
2. The term "shader" is just a name, correct? I recall somewhere there's an article explaining that shaders is just a name created specifically for directx, but I can't find it. I want to link to it in case idiots don't believe it. I mean, it's just a name, I could technically say that Open GL games (Doom 3 for example) doesn't use shaders because it's just a name for a function in a graphical API by MS.
3. How are multi-texturing and shaders related? Is it possible to multi-texture without using shaders, or are they inseparable? Is multi-texturing just another form of shader? I understand the concept of multi-texturing well enough (water is a good example of it), but shaders are still a bit tricky.
I'll be back with more questions later.
Thanks in advance.
This question is for an unrelated idiot rant I might want to rant about later.
Now we know the Wii can't do HD due to the lack of (or insufficient) frame buffering, but what about HD 2D sprites? I understand that back in the N64/PS2 days, 2D graphics need to be loaded into the RAM for the CD based systems, and the larger and higher resolution the art, the more RAM is needed, but what about the Wii's 88MB of RAM? Would it be enough for say a 720p 2D sprite based fighter, or is it also much more complex than I'm thinking?
Before that though, I still have some questions, and that's why I'm here. I have a few questions and requests to research.
Requests:
- Does anyone have the PC version of Oblivion? If you do, can you do me a favor and take a screen shot for me? I need 2 screen shots just at the very beginning when you start off locked in prison. You know the parallax mapped bricks on the wall? I'd like some screen shot showing them off, while another screen shot of the wall from a steeper angle where your vision is almost parallel to the wall. When your vision is almost parallel to the wall, you should notice the parallax map illusion disappear and pop flat into the wall. I want a screen shot of that. Oh, the first screen could be taken at an angle just before the bricks lose their illusion. That'll better help illustrate my point.
Questions:
1. Ok, I asked a bit about vertex shaders, and now I understand it a little bit better, but I still have more questions. For example, what is the point of the vertex shader test in 3Dmark 2002 and 2003? When I watch it, I see tons of ogres/agent smiths walking around shooting/swinging their clubs. I really don't get what I'm suppose to be seeing in there that's related to vertex shaders. I'm sure they are using them, but where, and how?
2. The term "shader" is just a name, correct? I recall somewhere there's an article explaining that shaders is just a name created specifically for directx, but I can't find it. I want to link to it in case idiots don't believe it. I mean, it's just a name, I could technically say that Open GL games (Doom 3 for example) doesn't use shaders because it's just a name for a function in a graphical API by MS.
3. How are multi-texturing and shaders related? Is it possible to multi-texture without using shaders, or are they inseparable? Is multi-texturing just another form of shader? I understand the concept of multi-texturing well enough (water is a good example of it), but shaders are still a bit tricky.
I'll be back with more questions later.
Thanks in advance.
This question is for an unrelated idiot rant I might want to rant about later.
Now we know the Wii can't do HD due to the lack of (or insufficient) frame buffering, but what about HD 2D sprites? I understand that back in the N64/PS2 days, 2D graphics need to be loaded into the RAM for the CD based systems, and the larger and higher resolution the art, the more RAM is needed, but what about the Wii's 88MB of RAM? Would it be enough for say a 720p 2D sprite based fighter, or is it also much more complex than I'm thinking?