Vysez said:_phil_ said:Very impressive stuff indeed.
Konami brought such immersiveness and life
into that jungle its makes farcry feels "plasticland" comparatively.
One of the most impressive thing was that cloud of grasshoppers (or something else) on a bridge.
The flamethrower is also something worth to see.
Guden Oden said:I checked out the IGN MGS3 videos, and the game is still rife with texture aliasing. I wish more devs would use trilinear filtering on PS2, because it really DOES work - as witnessed with Jak2 for example. Well, for all I know Jak2 might be the ONLY example!
Well, anyway, it works.
So why aren't they doing it? Konami coders = teh dumbasses? Don't think so...
PC-Engine said:Guden Oden said:I checked out the IGN MGS3 videos, and the game is still rife with texture aliasing. I wish more devs would use trilinear filtering on PS2, because it really DOES work - as witnessed with Jak2 for example. Well, for all I know Jak2 might be the ONLY example!
Well, anyway, it works.
So why aren't they doing it? Konami coders = teh dumbasses? Don't think so...
I think because there's a tradeoff. Is Jak2 texture heavy?
It has nothing to do with filtering, it's an issue of how hardware selects miplevels on pixel level - which is what gets rid of texture aliasing (assuming the game is using mipmaps).Guden Oden said:I checked out the IGN MGS3 videos, and the game is still rife with texture aliasing. I wish more devs would use trilinear filtering on PS2, because it really DOES work - as witnessed with Jak2 for example. Well, for all I know Jak2 might be the ONLY example!
Guden Oden said:Mipmapping will not fix pixel crawl in textures alone, no matter how good the hardware is at selecting mipmaps if the filter algorithm used is bilinear. It'll be full of "crawling ant" pixels anyway as soon as a texture undersamples.
With trilinear, the situation will be much much different... And, it doesn't seem to me as if MGS3 mipmaps at all, textures get that peculiar interference pattern that is typical with undersampling that you can see in Silent Hill 3 for example by hopping out the bathroom window at the start of the game and then looking along the brick wall as it stretches down the alley. There aren't any mipmap boundaries shown on that wall, and neither are there in MGS3 that I could see.
Jak2 however shows it IS possible to do smoothly filtered textures on PS2, even with dense geometry, so technically it can be done.
Guden Oden said:Actually London, since trilinear *requires* mipmapping, and works by interpolating two mipmap levels, what happens is that crawlesy-antsies are greatly/virtually eliminated (on hardware that does full mipmap interpolation - curiously this does not include geforce fx series chips).
As the viewing angle increases, rather than getting antsier and antsier, it gets blurrier instead which I actually much prefer.
Yes it will - proper selection of miplevels is all you need to get rid of texture pixel crawl.Guden Oden said:Mipmapping will not fix pixel crawl in textures alone, no matter how good the hardware is at selecting mipmaps if the filter algorithm used is bilinear.
You will get the same pattern when mip-factor is tuned for wrong inclination. It will effectively hide mip-boundaries too though, since they are usually pushed towards material edge (not doing much good).textures get that peculiar interference pattern that is typical with undersampling that you can see in Silent Hill 3 for example by hopping out the bathroom window at the start of the game and then looking along the brick wall as it stretches down the alley. There aren't any mipmap boundaries shown on that wall, and neither are there in MGS3 that I could see.
marconelly! said:If MGS3 will have the same image quality as MGS2 or ZOE2 that fine by me. I was never bothered by any annomalies in them, and while I do see some texture aliasing in MGS3 videos, it doesn't seem to be nearly as often or enough to be annoying to me.
Fafalada said:Yes it will - proper selection of miplevels is all you need to get rid of texture pixel crawl.
Actually this has been described before on the forum, but I don't feel like working right now, so you're in luck
I don't know what exactly Jak2 does, given that their camera is limited to certain type of motion relative to terrain they have an easier time to just fudge factors for most cases then say, a game with full freedom of motion would.
To speculate a bit further based on what I know of their tesselation tech
You will get the same pattern when mip-factor is tuned for wrong inclination. It will effectively hide mip-boundaries too though, since they are usually pushed towards material edgetextures get that peculiar interference pattern that is typical with undersampling that you can see in Silent Hill 3 for example
Not sure about PC games right now(kinda used to seeing only aniso on PC these days), but in many DC games it was quite common to have next to no texture aliasing with no trilinear.Then I've never seen any PC game with proper mipmap selection EVER, because there is definitely pixel crawl on polys with high inclinations unless trilinear is enabled. Of course, those polys turn to a blur instead if aniso filtering isn't activated also, so it's not perfect. Still way better than the crawl though.
It's usually faster to wait for them to write a paper about itWHAT, you mean you don't disassemble other people's code to learn their secrets?
It's a simple subdivision scheme, where each primitive is progressively tesselated from 1-16polys (or something to that end) depending on distance. Don't know how extensively they use it though, in Jak1 I know it was used for terrain and water among other things.How DOES that work anyway? Models don't tesselate, they just pop between low/high poly version (in a very obvious manner I might add), but buildings seem to be handled much more smoothly.
Sorry, some things aren't easy to explain in English for me What I meant is the same thing you get when playing with LOD bias on PC cards - you can push the mipboundary farther away, at the cost of getting more aliasing. At some point the boundary won't even be visible anymore.Material edge?