OTAnd technical-people in this industry that have the kind of power to force the issue are very rare - I can only think of one guy that actually did something like that to date.
Who would that guy be and what did he do?
OTAnd technical-people in this industry that have the kind of power to force the issue are very rare - I can only think of one guy that actually did something like that to date.
OT
Who would that guy be and what did he do?
I didn't mean it literally about the same tech.
ID going with virtual-texturing is comparable departure from established workflow and pipelines though (and it remains to be seen if it'll have any sort of long standing impact).
But now that I think about it - there's one that is close to this discussion. Naughty Dog in PS2 days both ditched C++ compiler (which was more risky then any tech change IMO) and went with dynamically tesselating most things (though it wasn't a uniform approach, so not quite what Shifty was talking about).
Anyway I suppose I should have said "recent history" rather then "to date", because going back in time to days of one-man teams and no established workflows, tech was pretty much the main differentiator.
Fortran as a sort of high-level language in which they described their game-engine, right?
That's news to me. They had superb texture quality that lacked annoyingly repeating textures, but I just assume that's due to their great artists. The random dungeons were created with assembled tiles, which is what filled up the full dual-layer DVD - each tile had to be rendered pre-lit in different orientations. If they added megatexturing as well as everything else they did, then their reputation isn't anything like as big as it deserves to be!And on the PS2 Snowblind Studios did megatexturing to some extent also for Champions of Norrath, didn't they?
That's news to me. They had superb texture quality that lacked annoyingly repeating textures, but I just assume that's due to their great artists. The random dungeons were created with assembled tiles, which is what filled up the full dual-layer DVD - each tile had to be rendered pre-lit in different orientations. If they added megatexturing as well as everything else they did, then their reputation isn't anything like as big as it deserves to be!
Don't think I ever saw that.No, it was actually discussed here on the forums even.
That thread describes something a bit different from megatexturing - a simpler texture selection optimised to a nicely contained view.
Like every other system out there, nothing in particular.What exactly is stopping the Cell from being a tessellator for the GPU?
What exactly is stopping the Cell from being a tessellator for the GPU? Too slow communication between it and the RSX?
The fact it's busy doing all sorts of other things for the GPU.What exactly is stopping the Cell from being a tessellator for the GPU?
btw its not technically the first GT game to use tessellation , as GT1 and GT2 used it on PS1
(but that was on the road)
Plenty of games tesselated large surfaces on ps1 to get rid of the artifacts caused by lack or perspective correct texturing.That's new to me. Do you know if it was processed in real time or was it just a part of the production pipeline for ease of LOD generation? I know a bike racing game on the Original Xbox (sorry, forgot the name) did the latter, and it had the clever trick that it only sotored the higher LOD, and derived the subsequent ones by halving the vertecies progressively.
Plenty of games tesselated large surfaces on ps1 to get rid of the artifacts caused by lack or perspective correct texturing.
I'm not sure if any of the games actually changed surface topology as well.
Plenty of games tesselated large surfaces on ps1 to get rid of the artifacts caused by lack or perspective correct texturing.
I'm not sure if any of the games actually changed surface topology as well.
How did that worked to correct the perspective of the texturing? Curious.