And it's even more impressive that if you don't look for it, you'll probably never notice it. J&D had the best LOD implementation I've ever seen.It's quite impressive to see 3D objects gently expand and gain more detail while you get closer.
zidane1strife said:Amazing 60fps progressive with models up to 10-15K polys... People don't see the fact that many platformers even in other platforms run at half that speed, and don't look significantly better... If they ran at 30fps they could get 20-30K models and twice the texture detail...
Anyways if such polycounts improvements apply for the rest of the game it would seem they're getting about 2.5X the performance of their last game... I'll go read the interview now...
Tiberius said:zidane1strife said:Amazing 60fps progressive with models up to 10-15K polys... People don't see the fact that many platformers even in other platforms run at half that speed, and don't look significantly better... If they ran at 30fps they could get 20-30K models and twice the texture detail...
Anyways if such polycounts improvements apply for the rest of the game it would seem they're getting about 2.5X the performance of their last game... I'll go read the interview now...
10-15 k models are for the RT cutscenes
and for phil no bump mapping in jak2
10-15 k models are for the RT cutscenes
and for phil no bump mapping in jak2
I think this is correct. You can tell from those screens that the characters ingame are less detailed than those in the cut scenes. However, ingame characters are a lot smaller too, because they rarely get close to the camera.10-15 k models are for the RT cutscenes
Phil said:10-15 k models are for the RT cutscenes
and for phil no bump mapping in jak2
Is this confirmed in any way? Playing part 1, I would think that the characters in cutscenes are no different than the ones being used in-game...
Anyway, it should be interesting to compare these figures to the ones being used in the first part.
Character Modeler/Rigger:
Naughty Dog, Inc. is looking for a fulltime character modeler/rigger with an EXTENSIVE professional history with Maya. This individual will be required to: model 50,000 to 100,000 polygon characters from character designs ranging from iconic cartoon styles to realistic human characters, rig a wide range complicated kinematics structures using lattices, deformers and morph targets, come up with innovative texture solutions and shaders based on an understanding of how high-end 3D graphics cards work. The position also requires a thorough understanding of human anatomy, specifically facial and anatomical muscle and bone structures. Candidates should expect to take a test in Maya. Submitted reels and portfolios should include examples of professional work as well as turntables of high poly models. Please include an exact breakdown of your specific contribution to the material submitted along with resume featuring references.
They need a highly artistic person that undestands the inner workings of 3D hardware, something that artistic persons usually don't even want to think about.
But that's going exact opposite way of how it's Normally done...???I dont think that's next gen... Modelling 50-100k faces in Maya before reducing to 10-15k for real time via some fixed subdivision surface scheme seems pretty achievable - especially for cutting edge tech from ND programmers...