PSSG Environments Video Demo - GDC 07

Thanks for that demo link Gradthrawn, it's interesting to see a video in action. I always find it puzzling how these videos make their way onto sites like gametrailers, always so long after the events themselves. Looks like a lot of this video is centered around a LoD system with associated lighting.

I recall that Factor 5 is making extensive use of a streaming LoD system for LAIR as well, yeah? I wonder how the technology/performance between the two implementations will differ, and how prolific LoD systems will ultimately become this gen.

The irony of course is that the above question is one I myself might have thought to ask during the interview, but which I didn't think of independent of the focus on procedural generation and geometry shading.
 
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I don't quite understand this vid. It says realtime lighting, but without any dynamic lights its impossible to see exactly what's here. The lack of scene complexity also makes the LOD questionable.
 
Ok... I've gotten information from Jason with regard to this video to help ellaborate on the technology and add the context lacking here. The person who filmed this for gametrailers seems not to have actually talked to them about what it was, so as it stands it's just a video on the Internet.

But... here are some technical points from the demo:

* Although the lighting was not scripted in the looping demo, it is fully controllable and realtime, with realtime shadowing as well; every visible surface will catch the light and cast a shadow. They were demonstrating this to individuals via the controller, but Gametrailers again just filmed the loop'd video.

* In the underlying technology, SPEs are being utilized to calculate ambient occlusion; since the geometry in the demo is static, the ambient occlusion in this example is a static pre-calc as well. But the capacity to do so in realtime is there and fully functioning.

* One highlighted aspect is that the scene is actually rather complex, and each building has many windows that you can see right through. They use meshes for the terrain rather than a generator at this point, and the buildings feature high poly geometry rather than normal mapping (which they're looking to shift to) - nearly the entirety of the scene can be viewed on screen at once

* The vid is at a steady 60fps


They had another demo at GDC as well I'm told; maybe I'll be able to glean some info about it, and maybe Gametrailers or someone else will make the video of that available also.
 
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Ok... I've gotten information from Jason with regard to this video to help ellaborate on the technology and add the context the lacking here. The person who filmed this for gametrailers seems not to have actually talked to them about what it was, so as it stands it's just a video on the Internet.

....

They had another demo at GDC as well I'm told; maybe I'll be able to glean some info about it, and maybe Gametrailers or someone else will make the video of that available also.

Excellent information. Thank you for taking the time to follow up with Jason. I'm looking forward to what other info you may be able to get your hands on.
 
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Ok... I've gotten information from Jason with regard to this video to help ellaborate on the technology and add the context the lacking here. ...
So interesting and impressive tech, of which none was apparent in the footage!
 
After checking the video I'm quite impressed!
I love the fact that the cracks are rendered and not just a texture slapped on.

the lighting looks good and realistic (IMO)

Only thing I have to complain is that it seems when the camera moves a little faster, it does a little bit of motion blur... it's distracting... kind of like getting an eye exam o_O
 
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