Well, I'm little embarrassed to open a topic, because my knowledge are more 'amateur' than professional, & my english isn't it so good to substain a deep conversation, by the way, let's try...
too frequently the developers leave me the impression to ignore creativity, imagination for the confort of a classic method when, probably, there is a solution more simple & less expensive then we though. Talking of AA, we have to wait the limits of the ps3 band to find a valid alternative method, with low cost & even more efficient result compared the classic MSAA possible on the console; before that, only a few from what I know have tried something similar in others camps. Back to the topic, I don't understand why a lot of different graphics process continues to be used when other solutions could be more effective, without excessive cost. Talking of buffer why on the ps3 not alternate bitmap with low buffer when the low buffer lose to much pixels, cause the excessive long distance became unpratical for that? It's my question, probably I completely wrong or missed the relative implications. Or why a surface reflection isn't it converted in a simple texture, when we talk of long surface with high buffer... simply just grabbed the real reflection in a picture applied on the surface how a normal texture...or why, for example, not to split the draw of the high buffer to halves, using 2 low buffer to draw a single high buffer? Isn't it possible? I don't know,maybe I use too much imagination when it require more tech knowledge, I know the graphic concepts of the most common features using in the current console generations but I have a terrible memory when we talking of formule, rules & raw numbers...
too frequently the developers leave me the impression to ignore creativity, imagination for the confort of a classic method when, probably, there is a solution more simple & less expensive then we though. Talking of AA, we have to wait the limits of the ps3 band to find a valid alternative method, with low cost & even more efficient result compared the classic MSAA possible on the console; before that, only a few from what I know have tried something similar in others camps. Back to the topic, I don't understand why a lot of different graphics process continues to be used when other solutions could be more effective, without excessive cost. Talking of buffer why on the ps3 not alternate bitmap with low buffer when the low buffer lose to much pixels, cause the excessive long distance became unpratical for that? It's my question, probably I completely wrong or missed the relative implications. Or why a surface reflection isn't it converted in a simple texture, when we talk of long surface with high buffer... simply just grabbed the real reflection in a picture applied on the surface how a normal texture...or why, for example, not to split the draw of the high buffer to halves, using 2 low buffer to draw a single high buffer? Isn't it possible? I don't know,maybe I use too much imagination when it require more tech knowledge, I know the graphic concepts of the most common features using in the current console generations but I have a terrible memory when we talking of formule, rules & raw numbers...
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