It's not like you can't spot individual polygons anymore, were not doing REYS rendering (yet).function said:This is getting a bit crazy IMO.
We're talking about tens or hundreds of thousands of polygons a frame in modern games. And people can tell which machine can comfortably use higher polygon counts by looking at screenshots of a game they like...?
I can see the mip line in plenty of games, it’s just that on some textures it isn’t as obvious (maybe because they have less contrast?).Squeak said:I didn’t say they were not. I said that few xbox games actually use them
Anisotropic maybe but trilinear?? How do you know this???
I use my eyes.
In the nicest way possible, I suspect you don't know what you're looking for. I haven't seen anything on the Xbox that isn't using trilinear filitering. If you aren't using trilinear the point where the textures change between mip-map levels are pretty obvious. And without mip maps you get the kind of texture aliasing (distance shimmer) common on PS2 and some DC stuff.
Unless I’ve completely misunderstood the principles in aniosotrophic filtering, you’re effectively downsampling the texture along the axis perpendicular to the one the polygon is being tilted toward or away from the camera position. (to my knowledge, a rectangular sampling pattern is still the one used in real time applications, although a trapezoid or better still an ellipsoid would be preferable)Squeak said:Not trilinear, but anioso. With anioso you’re decreasing the resolution of the texture perpendicularly to the tilt of the polygon, the same thing can be done with a little creative use of clamp.
With aniso you're sampling texels in a none square pattern, usually something like a rectangle, in the direction that the textured surface points away from the camera. I've never heard it described as decreasing the resolution of a texture before.
It is just a simple wrap method, where the texture is stretched to fit the available space. Standard on pretty much every piece of modern 3d hardware I believe.I've never actually come across this "clamp" operation on PS2 before, but I don't see how 'stretching' a texture (as you describe it) can do the same thing as aniso. Presumeably that would just distort the texture ...
How it would work? Well one way to do it, would be to render to texture in a long 2d polygon, bilinear filter, and then return the texture to its original dimensions when rendering.
Of course it was (although it is probably optimised for higher resolutions than what a tv offers, due to its PC heritage). It is the other parts of the system that is less than ideal. “Swizz army knife†CPU, high latency RAM, and not enough bandwidth.Squeak said:london-boy said:not to be off topic, but why are there still people who argue about hardware superiority? I have a PS2, not an Xbox (for obvious financial reasons, nothing else), and i'm the first to acknowledge that hardware that came out 18 months after Ps2 will of course be superior.
Much of the technology in xbox has the same age, or is older, than the technology in PS2, and most importantly overall PS2 is better optimised for realtime 3d.
And the Nv2A wasn't designed around doing realtime 3D graphics?