L. Scofield
Veteran
I guess this will shut up those people who say nobody pushes the XB360
So many polygons, and I could still count the arc segments on that life preserver.
I am overly impressed with it, really. Apart from Crysis 2, everything seemed too quiet on the developers front for a very very long time, but in the last two weeks developers are truly breaking my moulds. They are thinking outside the box in such a way that I didn't expect such evolutionary and revolutionary features in modern games.So many polygons, and I could still count the arc segments on that life preserver.
Nice that they agree with me that artists should be kept away from native textures though This to me, even though it doesn't have the graphical glitz of Epic's demo, is more important for the next generation. It's tackling the true bottlenecks, the ability for artists to produce next gen assets in reasonable time in the first place ... the rendering is the easy part.
Their work is incredibly impressive to me ... I think this is the greatest step forward since SVT/Megatexture (and grander in scope to boot).
The streaming part is similar, but AFAICS Factor 5 used progressive meshes while Lionhead isn't using geometry LOD during rendering at all.Could this be considered an evolution of Factor 5's meshing tech?
I wonder if halving the number of polygons from 1 billion to 500.000 they could achieve 60 fps instead of 30 fps.The streaming part is similar, but AFAICS Factor 5 used progressive meshes while Lionhead isn't using geometry LOD during rendering at all.
Really the rendering part isn't what's impressive ... the modeling tools/workflow are impressive.
Is it 100 billion polygons rendered in real time or does the figure include also the polygon detail used to extract the normal maps?
the 10 bio number comes from the total amount of the world, at any time its cut down to 10 mio - you simply select a region to edit in full detail (in a separate window/program like zbrush apparently) while the rest is scaled down. and its all about the developing steps and not rendering engine.
its likely not even using something like megatexture, it just takes away the task of manually defining textures on geometry. why would you pay for the runtime overhead if you could just break down the textures once
during development sure, but I dont see how you couldnt create simple textures at runtime from a cooked "texel database" or virtual textures.It is using a virtual texturing solution similar to megatexture. They can't paint the textures directly onto geometry, and manipulate the geometry in the actual game world, rather than working on textures in 2D and tiling them onto 3D meshes.
I understand that as baking in lighting information into textures, and I think you could just map out the geometry offline/or just once runtime without handling those "megatextures" every frame like id does.This is used at runtime to generate actual textures for rendering.
during development sure, but I dont see how you couldnt create simple textures at runtime from a cooked "texel database" or virtual textures.
This is from the linked pdf:
I understand that as baking in lighting information into textures, and I think you could just map out the geometry offline/or just once runtime without handling those "megatextures" every frame like id does.
I havent red through the whole presentation, so Im probably wrong on this :smile:I don't know. Party of the slide presentation is about generating the mips and compressing the virtual textures to fit on a DVD. Maybe I'm misunderstanding.
"Having a single virtual texture space for all our assets makes life really easy, and
simplifies a lot of our material and shader code"
All they say is they use Hoppe's polygon reduction technique, so presumably there is no runtime geometry LOD selection.I'm still unsure how the LOD algorithms work.
I know I may sometimes have an odd sense of humor, but even I think that's funny!What the heck have I just watched? Is this running on current generation hardware?
The amount of geometry detail in this first video is simply staggering. No video game comes anywhere close to this. Will have to read that pdf later, but I expect it to contain a recipe for something to do with dark magic.