Don´t know if this is old... but sounded interesting..
(taken from a swedish forum)
"As ripx points out, the technique has been used for a while to provide reflection effects. This is mentioned in the Nintendo patent. Nintendo's patent describes using Cube Mapping for an entirely different purpose - displaying a pre-rendered game environment from any camera angle in real time. The game environment data can be created with the most advanced rendering techniques that the developer can afford, or even from high-res photography of real world locations or detailed models.
This has two advantages. First, it provides a more attractive and realistic game environment than is possible with current real-time rendering techniques. Second, it does not use as much of the game system's hardware resources as the aforementioned real-time rendering techniques. This allows the developer to allocate more resources to the tasks of game logic, physics, A.I., and the rendering of highly detailed characters and objects to populate the game environment.
For most intents and purposes, this pushes the ceiling of how good the game environment can look all the way to infinity. The developer's limits are only the resolution of the display, the capacity of the game media, and the quality of his source material.
If a developer wants to spend a week to ray-trace an environment that will be played in-game for ten minutes, he can. It's like having a render farm of arbitrary power on the game disc.
Square-Enix has expressed more interest in Revolution than perhaps any other third party developer. They also happen to have more investment in high-end rendering technology than any other game publisher I can think of. Perhaps they believe that this technology will give them a competitive advantage.
The patent is very specific in that it applies to use of this technology in a home video-game console, attached to a normal display (color television is the example in the patent), with a wired or wireless controller, to play video games. It is not as weird or nebulous as many Nintendo patents I have looked at - it is downright straightforward. I recommend reading it."
http://www.gamecore.se/forum_read.php?id=261292
LINK
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Anyone that maybe understands this better? My way of seeing this is that they can "manipulate" pre rendered enviroments and stuff, in realtime. So instead of having fixed camera angles in a pre rendered scene, you could have a "realtime" camera solution in that pre rendered scene.. or am I way off?
Once again, sorry if this is old, this sounded interesting and I was looking for maybe more explanation about it..
(taken from a swedish forum)
"As ripx points out, the technique has been used for a while to provide reflection effects. This is mentioned in the Nintendo patent. Nintendo's patent describes using Cube Mapping for an entirely different purpose - displaying a pre-rendered game environment from any camera angle in real time. The game environment data can be created with the most advanced rendering techniques that the developer can afford, or even from high-res photography of real world locations or detailed models.
This has two advantages. First, it provides a more attractive and realistic game environment than is possible with current real-time rendering techniques. Second, it does not use as much of the game system's hardware resources as the aforementioned real-time rendering techniques. This allows the developer to allocate more resources to the tasks of game logic, physics, A.I., and the rendering of highly detailed characters and objects to populate the game environment.
For most intents and purposes, this pushes the ceiling of how good the game environment can look all the way to infinity. The developer's limits are only the resolution of the display, the capacity of the game media, and the quality of his source material.
If a developer wants to spend a week to ray-trace an environment that will be played in-game for ten minutes, he can. It's like having a render farm of arbitrary power on the game disc.
Square-Enix has expressed more interest in Revolution than perhaps any other third party developer. They also happen to have more investment in high-end rendering technology than any other game publisher I can think of. Perhaps they believe that this technology will give them a competitive advantage.
The patent is very specific in that it applies to use of this technology in a home video-game console, attached to a normal display (color television is the example in the patent), with a wired or wireless controller, to play video games. It is not as weird or nebulous as many Nintendo patents I have looked at - it is downright straightforward. I recommend reading it."
http://www.gamecore.se/forum_read.php?id=261292
LINK
-----------
Anyone that maybe understands this better? My way of seeing this is that they can "manipulate" pre rendered enviroments and stuff, in realtime. So instead of having fixed camera angles in a pre rendered scene, you could have a "realtime" camera solution in that pre rendered scene.. or am I way off?
Once again, sorry if this is old, this sounded interesting and I was looking for maybe more explanation about it..