PS2 the Bumpmap KING

hmmm really? I have never seen good shadowing on a ps2 game. Which games have used it? sorry for all the questions :p

edit dont know if you will have an answer to this but how exactly are they implementing stencil shadowing in detail? and how does it differentiate from the way doom3 is implementing it? EVEN MORE QUESTIONS :p
 
vrecan said:
hmmm really? I have never seen good shadowing on a ps2 game. Which games have used it? sorry for all the questions :p

edit dont know if you will have an answer to this but how exactly are they implementing stencil shadowing in detail? and how does it differentiate from the way doom3 is implementing it? EVEN MORE QUESTIONS :p



i don't know what u expect from 2000's hardware, and also what u consider *good shadowing* but even then, have u had a look at Silent Hill 3, ICO, MGS2, Stuntman and some other titles.... SH3 and ICO also have self shadowing..... which is pretty neat in my opinion from hardware that *does not support it in hardware*... :D
 
hmmm really? I have never seen good shadowing on a ps2 game.Which games have used it?
Off the top of my head - ICO, Onimusha1/2, Jak&Dakster, to name a few of the well known ones...
Stencil effects weren't used solely for shadows either in some other games.

edit dont know if you will have an answer to this but how exactly are they implementing stencil shadowing in detail?
Color combiner can count just like stencil does - you just get results stored in one of the color channels. Result is then used as treshold alpha value - whether to darken shadowed parts or to mask lighting drawing to the shadowed pixels according to alpha test.
On the plus side, doing it this way you have easier access to doing some tricks with the stencil mask as demonstrated by upcoming games like SH3 or (shameless plug) fafracer... :p

and how does it differentiate from the way doom3 is implementing it?
Can you be a bit more specific? You mean just differencies in pixel processing for shadows?
 
Hey faf,

may i know what with the different amount of shadowing? Stencil shadows? Soft shadows? Volume shadows :?: :?: :?: Can you put them in order of the best looking method? Which one is supported by PS2/Xbox?

As for this video....i hope to see more onscreen action rather than some moving tile..... :p
I heard that GPC uses pixel road lighting(whatever that is) and Alien Breed will have pixel lighting.
 
UP for vers! Tell us more on this BM game you are doing.

I recall Jason Rubin saying JD1 could have used BM, but he ran out of time. Now that we have JD2, i still see no BM. OF course Jason is one big Sony fanny. :LOL:
 
PS2 the Bumpmap KING
Now why does the word "Hyperbole" come to mind....?

Seriously though, firstly the other consoles (at least DC and XBOX) have much better support for bump mapping than the PS2.

Secondly, there was an article in January 2002's "Develop" magazine that described how to "do" dot3 bumpmapping on the PS2. It wasn't pretty but it was interesting that it could be done at all.

I know I'm bitter and twisted, but it annoys me that, given how easy it was (in comparison) to do bump mapping on the DC, no developer appeared to use the facility.
 
my code is very fast
100000 polygon with normalmap ,no problem(60 fps)

vers, does that mean you can get that sort of perf. on cutscenes(or do you get the lower ingame numbers, or inbetween...). How about in classic rpgs(think FF summons aka cutscene esque, no ai, no physics.), Would that be plausible performance for those scenes.... aka at 30fps (near 200k polys with normal map and 10-20MBs(or is it higher outside of ingame scenario?) of texture upload for just for a few onscreen models.)?
 
Very impressive what you have accomplished vers. :D Certainly great news.

Just out of curiousity; did you run it on the linuxkit or are you a licenced developer?
 
Wow, I've never seen ANY Ps2 game that uses bump mapping, thats really impressive. Got any more demos?
 
Phil said:
Very impressive what you have accomplished vers. :D Certainly great news.

Just out of curiousity; did you run it on the linuxkit or are you a licenced developer?

i am not licenced dev, but have ps2 devkit:)
 
vers said:
dot3 bummapping is sux
it is per pixel lighting(with 4 light) and normalmap , doom3 use it

I don't understand you. You say that dot3 bump mapping is bad and then say you are using dot3 bumpmapping (i.e. light directions and normal map)
 
Simon F said:
vers said:
dot3 bummapping is sux
it is per pixel lighting(with 4 light) and normalmap , doom3 use it

I don't understand you. You say that dot3 bump mapping is bad and then say you are using dot3 bumpmapping (i.e. light directions and normal map)

i thought emboss bumpapping , sorry
 
u still might want to change the title though.... this thing hardly makes PS2 *the king of bumpmap*.... we all know, with or without your demos, which console can be considered *the king of bumpmap*...
 
King of BM?

Someone called? :p
halo2_x02_trailer_04sm.jpg


"Oh Holy One, we are not worthy"


:D :LOL: :D
 
chaphack said:
King of BM?

Someone called? :p

:D :LOL: :D

holy shit! :oops:

you are soooo right chap! I was almost convinced the PS2 was the king of BM, but thanks to you now I know the truth!
 
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