tritosine5G
Newcomer
So the DOF-less stereo version can run faster than the 2d DOF counterpart ?...
How does the C2 (console) DOF compared to UC2 DOF? The latter was the best DOF effect I've seen so far. Will Chris Balestra have to eat his words when he said the quality of DOF they had wasn't possible on the 360?
WTH that looks bad, like a ps1 era gamethat's how they look
Here's the original statement:Hyperbole has little to do with reality.
The quality of the depth of field we have, you can't do that on the Xbox.
Well, maybe he meant Xbox 1Here's the original statement:
http://arstechnica.com/gaming/news/2009/08/uncharted-2-makes-ps3-shine-couldnt-happen-on-360.ars
Here's the original statement:
http://arstechnica.com/gaming/news/2009/08/uncharted-2-makes-ps3-shine-couldnt-happen-on-360.ars
Well, maybe he meant Xbox 1
I'd say a comparison is due. C2 is probably not pushing 1.2M triangles per frame like UC2. I'm sure you can have the best DOF filter in the world in either machine, it's just a question of what are you going to compromise to achieve it.
WTH that looks bad, like a ps1 era game
They're the ones who mentioned impostors...I doubt halo reach would be using imposters at all, as its not a game where you have thousands of objects onscreen
I'd say a comparison is due.
C2 is probably not pushing 1.2M triangles per frame like UC2.
SteelOak, how were you able to get your camera that close to them? I'd like to zoom right in there and check them out myself... For fun.
Well, impostors themselves aren't a new tech, though I suppose it's not often we see them used on characters or vehicles. Mass Effect 2 used them on Illium in order to display the crowds off in the distance for example. It's been awhile since I've checked out other games with larger environments and crowds though. Not sure what Dead Rising 2 does.
LOD transitions are certainly something that could use some work in general at some point. I suppose next gen when we've got more robust tessellation routines for all platforms, it'll be taken more seriously.
The U2 polygon number is peak, not average. And about compromises that is true. Think about for example in U2 with most parts having 30-40m shadow draw distance and only limited assets cast shadows vs sunlight.
I don't think that starts until the 28th.Do we have a link to Bungie's GDC presentation on imposters?
I don't think that starts until the 28th.
http://www.eurogamer.net/articles/digitalfoundry-halo-reach-tech-interview?page=2
Here's the only concrete info I can find about their LOD tech.
The single biggest factor was our new system to automatically generate a low-LOD version of every object and piece of level geometry in the game. This will actually be presented by Xi Wang at GDC. To give you a short summary, it builds a very efficient vertex-shaded version of each object and piece of level geometry. These LOD models render extremely fast, can be batched, and look nearly the same at distance. And because it was an automatic process we didn't have to take time from the artists. We also improved our visibility culling algorithms and made use of amortised GPU occlusion queries to reduce the amount of stuff we had to consider each frame.
Wouldn't a game like GTA4 greatly benefit from imposters, instead of using very low poly geometry for city buildings, traffic, landscapes etc.
One problem is that GTA4 has 24 hour lighting, so anytime the lighting changed all the imposters would have to be recreated. Games like Reach with single time of day lighting are significantly easier to support with imposters.
If you create your impostors during gameplay this wouldn't really be a problem, you already have to recreate imposters due to viewdirection changes or the size on viewportOne problem is that GTA4 has 24 hour lighting, so anytime the lighting changed all the imposters would have to be recreated. Games like Reach with single time of day lighting are significantly easier to support with imposters.
I agree with you that Halo Reach is one of the most balanced looking games out there. It has open landscapes without being a sandbox, it features quite a few units on screen at the same time and a sense of liveliness in almost every stage.Well, it does bring up an interesting question, in a way. If your artwork is sometimes too subtle, and people don't notice it, did you make the right choice? I think Reach is a great looking game, for sure. But looking at stills, you can pick out a ton of fine detail you would never see in a game with that pace. I think that's still ok, but should they have made things a little more flashy and noticeable? To me, they did a good job of balancing things out, but other people seem to prefer the high-contrast style of Killzone 2/3.