Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Yup it works fine on X1950 and presumably everything older down to Radeon 8500. I have X1950 and X800 and they worked with the newest D3D9 legacy driver. Radeon HD works too as long as you run Catalyst 7.12 or older. I do have a RV670 card and this is how I tested 7.12 and found it to work. All later releases I tried crash if bump mapping is >low.
I wanna play this Jedi FPS. It looks so life like.
It's not a game?! So it's REAL?!! LOL
Tommy McClain
No organic materials or need for subsurface scattering effects. No concerns about GI/AO as there are just two major lightsources and you can bake the illumination. Okay, rechecking the original movie battle there are point-lights for blaster shots from the turbo-laser towers, but no cast lights from blaster shots. There's certainly no more than one shadow casting light in effect. No mesh animation. Probably no displacement mapping as geometry of suitably size will be modelled and there isn't any need for close detail (was anyone adding ornate trimming to the military-grey surface of the Death Star?). What's so complex about that?You certainly do have to worry about complex lighting and shaders in space
Oh, yes because the entirety of space battles in the starwars universe consists of exactly 1 mission the trench run....I think there are only four space-craft that need modelling and texturing, and the Death Star
Not necessary to surpass the movies which didn't have point lights for ever blaster shot.every single laser shot that comes close to a surface will emit light
Yep.Nebulas will too although environment maps can account from that.
No need for close detail!!!! cockpits....
If the target is to surpass the movie visuals, than the checklist is whatever the movie had +1. If the movies don't have point lights on every blaster shot, it's not needed in game to surpass the movie. Beyond those light sources though, which are solved by deferred rendering (and that'd give us our +1), what are the rendering complexities facing a space combat game in the SW universe? Do you need displacement mapping/POM like you want in a fantasy game? Do you need dynamic GI that works for out-doors and indoors? How's about detailed facial animation level mesh deformations? Subsurface shaders of any sort as you need in anything looking at people's faces or greenery? Megatexturing? Do the materials seen in SW on the space craft exhibit any form of Fresnel effect, or indeed any complex illumination qualities that are going to make a modern GPU sweat a little?ps: You cant say can be better than the movies and then pull out a checklist "the film didnt have that effect therefore its not needed in a game"
you get close to surfaces in the outside view ( a few feet) and close to surfaces in the cockpit view (a few inches) and cockipit interiors can be very detailed and certainly do move in regard to the viewpoint if a padlock target view is enabledI'm talking about an environment where you never get close to surfaces,
freespace 2 has normal mapping it improves the visualsDo you need displacement mapping/POM
Thats your viewpoint, mine = looks better than the movies.If the target is to surpass the movie visuals, than the checklist is whatever the movie had +1.
Dice SW shooter seems highly plausible. I hope we see an early SWBF3 so we're not waiting too long for one. Obviously don't rush it, but the design of the games was simple and that'd work as a download title for an early cash in prior to a full-on RPG real-time tactical MMO super-shooter that someone somewhere is probably envisaging at what the modern gamer wants.EA labels president Frank Gibeau noted that Dead Space developer Visceral and Battlefield developer DICE will be making Star Wars titles, as will BioWare, which already handled the [Knight of] The Old Republic series.