PS2 the Bumpmap KING

chaphack said:
King of BM?

Someone called? :p
halo2_x02_trailer_04sm.jpg


"Oh Holy One, we are not worthy"



where is the bumpmap here? i dont look.....
 
Vrecan, have you seen Silent Hill 2 and 3 on PS2? Those two games have shadowing that is as good as it gets in games nowadays. SH3 even has soft stencil shadows which would be the first I've ever seen (SH2 has soft shadows done using shadow buffers).

Vers, so your engine can handle four lights per scene at that speed? Is that the situation where the polycount drops to 5000 bumpmapped polys per frame? Any chance for you to make a video with a more complex scene and link it here? Can you tell me if you're active member of Hungarian demo scene and have you made any scene demos so far?
 
how come not one ps2 game features bump mapping?

if it's that easy for a single guy to do, then how come big devs like naughty dog, square etc are note using it?

dont mean in every single polygon, even if it is in only a few objects i wouldnt mind, but currently its not even that....
 
london-boy, it's most likely that it simply is not feasible to implement it in most kinds of game situations on the PS2.

This is why I aked in the first place, "What does this prove exactly?"

The PS2 is nowhere near the "Bumpmap KING" and a little tech demo doesn't help to prove it. However, it is a nice little demo though ;)
 
DeathKnight said:
london-boy, it's most likely that it simply is not feasible to implement it in most kinds of game situations on the PS2.

This is why I aked in the first place, "What does this prove exactly?"

The PS2 is nowhere near the "Bumpmap KING" and a little tech demo doesn't help to prove it. However, it is a nice little demo though ;)



yeha thats why i sadi he should change the title..... it might be king in many areas but it sure as hell not the bumpmap king
 
Geez guys, take it easy on'em! He's probably just excited that he pulled it off. Considering few other PS2 developers are concentrating on that area, I think his enthusiasm is a bit justified. Just say it is promising stuff and hope he continues to develop it into real applications. No need to hammer the guy with questions as if he is a great big liar. Honestly, he probably doesn't know how all the other things would truly affect the setup he has prepared. Naturally, that is the next step, but just think of this as "proof of concept". :) Honestly, this is no way to treat someone who is putting the time and effort in to explore the unbeaten path.
 
vers said:
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

I’m not saying you are conning us vers, but if I pause the movie when the maps edge is nearest to the camera I can clearly make out two slightly displaced maps (and on all the other frames too if you know what to look for). Isn’t that a telltale sign of embossed bumpmapping?
It doesn’t explain how you did the very realistic reflections though.
 
Hmm, there really are two surfaces with what seems to be the same texture on both. I have no idea what this means and why it's done, but this definitely doesn't look like embossed BM to me.
 
I did see silent hill 2 it did look good and definetly impressed me I didn't think the ps2 would be able to pull it off from the screenshots I saw before it came out. The thing I noticed about it was how they had very limited amounts light sources in every scene the max I remember seeing was 2-3? I could be wrong its been a long time since I have seen it. Plus the scenes that werent in close quarters their was that horrible fog everywhere! Do you know exactly how they implemented their shadows? The reason why I ask is I just turned it on right now and atleast to me the shadows dont seem completly accurate like they are shadowing a much simpler object? and not the whole thing? From what I have seen so far doom3 shadows are pretty much un matched as of yet but by the time it comes out who knows what someone might think of. The ps2 has come a long way, I cant wait to see how SH3 performs
 
The thing I noticed about it was how they had very limited amounts light sources in every scene the max I remember seeing was 2-3?
True, but pretty much everything on the scene casted a proper shadow, which is what you asked about ;) To me, Doom 3 shadows look completely unnatural because of their artificial sharpness and blackness (if there is just one light in the scene, shadows are pitch black, because the engine apparently doesn't support ambient lighting) Plus, they look much simpler than the perceived object they are casted from, because of the technology they are using (making models appear more detailed using normal maps)

At least shadows in Silent Hill games are naturally soft and have transparency to them. From what I know, SH2 used shadow buffers, and SH3 will use softened stencil shadows which will allow them to use shadows in larger environments where, as you've noticed, SH2 had no shadows.
 
london-boy said:
how come not one ps2 game features bump mapping?

if it's that easy for a single guy to do, then how come big devs like naughty dog, square etc are note using it?

dont mean in every single polygon, even if it is in only a few objects i wouldnt mind, but currently its not even that....


According to one of the developers of Malice, the PS2 version will feature bump mapping.
 
is there anyone here that actually think that looks good? the texture quality is bad as usual, which is PS2's biggest fault(small texture cache, and absolutely no texture compression)..

putting bumpmapping on a single polygon and spinning it around in space isnt what I call impressive, when they actually pull that off in game, I might reconsider, when they can pull it off in a game and also have some high quality textures along with it, I will be very impressed.
 
the texture quality is bad as usual, which is PS2's biggest fault(small texture cache, and absolutely no texture compression)..
Are you sure you are in the right thread and/or that you know what you are talking about?
 
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