Can anyone explain ( in a "easy" way) to me what are this techniques , how they work or evan why are they good (besides being cheaper and ad detail) in a performance and gfx way.
http://www.beyond3d.com/interviews/fm04/
http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=105001
Thanks in advance
The new 3DMark engine is a next generation shader engine, with a wide variety of shaders dynamically built and runtime compiled
http://www.beyond3d.com/interviews/fm04/
I've seen demos of terrain and worlds, with no textures in them whatsoever and no geometry - it's just a program that's creating a scene for you," Allard said. Going on to describe the time- and money-saving techniques facilitated by next-generation tools and hardware, however, he explained his notion of 'procedural synthesis':
"There's a lot of new techniques," Allard continued. "Like what shaders have done for 3D, there are a lot of new next-generation techniques for procedural synthesis that's really going to change how game construction is done, but also what the environment looks like so it feels a lot less 'cookie cutter' [i.e. repetitive]." Rather the like the 'Library' level in Halo, we'd imagine, where it was very easy to become disorientated by the repeated environmental features
http://www.computerandvideogames.com/r/?page=http://www.computerandvideogames.com/news/news_story.php(que)id=105001
Thanks in advance