Heh, now maybe people will start realising the implications of this little "funny" rep hack and see why i'm so frustrated. Some of the private messages i had were quite important.
Oh well...
Oh well...
Do not make affirmative claims, based on nothing but your guesswork.Bill said:Dont take it personal.
All this is being done on high end PC's.
rabidrabbit said:Tragic. I can imagine how it must feel. I accidentally erased my boyfriends céllphone from all contacts, notes and such and of course the backup that I thought we had, had gone wrong and all was lost.
Vysez said:Do not make affirmative claims, based on nothing but your guesswork.
Use the proper tense in this case, a conditional form.
On topic, I saw the video, and the real time DOF/Focus effect is really cool. I liked that they decide to use a RT scene to render to texture the LCD on Metal Gear, nice detail.
BlueTsunami said:What I found weird was how Otacon was a tangible model with his own lighting system within the LCD. It was like a weird mirror effect and made me litteraly go "wtf" while seeing his lighting change.
Shifty Geezer said:I was just saying that overall, all the attention seems to be on the main character. The lighting and shadowing engine wasn't working on that wall, and we don't know how much it was working on other parts of the game like enemy soldiers. Keeping 60,000 vertices for a moustache that won't look any better over if you used 30,000 or 64 vertices making hair layers, is a waste of resources, unless you do have that many resources to burn. Whereas 60,000 vertices for a moustache makes sense (is it 60,000? That's for the hair. Moustache was more than an MGS3 enemy I thought which is like...2000?) when you're experimenting and trying out your hair solver and facial skinning tech. They can take what they learn from working in high detail to find the minumum detail needed, and so balance resource consumption to other parts of the game.
zidane1strife said:it just seems amazing I mean that hair probably has more verts than a couple of npcs from a high-end pc title put together(say HL2.).
No... neither is my boyfriendmckmas8808 said:You are a....... girl?
rabidrabbit said:No... neither is my boyfriend
So the "Cell" will be able to assist "making the screen tarnished" with doing these kind of postprocessing effects, very interesting.
Titanio said:It's probably more than that. Characters in the upcoming Ghost Recon game are using ~15k polys, for example.
mckmas8808 said:How many vertices make up one polygon?
Titanio said:To be honest I'd have to check whether the GRAW guy said 15k vertices or polys, but as above, they can often be used interchangeably if you simply want to look at a number.
mckmas8808 said:Interchangeably? Come on no way is that possible. Your definition of interchangeably has to be different than mine. There's no way Snake's hair is made up of 60,000 polys. You're not saying that are you?
Mefisutoferesu said:I'm with rabbit, I hope developers start to bring in new post processing techniques, much like in movies where scenes are tinted to illicit a certain mood I hope we get some more artistic creativity.
Mefisutoferesu said:Kinda pointless, but you know what would make my jaw fall straight off the hindge? If they could somehow make a metal gear game that looked exactly like Shinkawa's art.
drpepper said:I guess it can be. Draw a hexagon, now place a dot in the middle. Connect the corners of the hexagon to the dot. You get 6 triangles from 7 dots. So yah, you can crudley (like any good scientist/engineer) make a rough estimate saying that vertices ~= polys. So I guess they are interchangable.
Now I know this is a crude example and probably doesn't apply to game development but I think provides an example to Tatanio's claim.
mckmas8808 said:How in the world can Hideo put about 60,000 polys in Snake's hair, when the outside of the cars in PGR3 (currently the best looking racing game in history bar none) are only 40,000-50,000 polys?