It's being talked about in relation to the consoles' abilities to alpha-blend many particles, and whether KZ2's example is something extraordinary or not. Where it looks 'cool' or not is immaterial for this technology thread.I wonder why the KZ2 smoke tech is down played in this thread, as I would love to see this in more action games and I hope that other devs adopt or exceed.
On top of those, I hope they'll include a forward renderer for some nice HDR, perhaps SSGI?
Due to the deferred renderer in KZ2, it's theoretiucally easier to get persitant smoke. You only need draw to a smoke buffer and, making no changes at all every frame, you'll just have to blend it over the top to get persistent smoke. Code would then need to handle changes in view and turbulence etc. If they're managing KZ2 with a standard massive-overdraw alpha particle engine, that's quite some feat!
Perhaps for screen-space global illumination?
Link
http://www.crytek.com/fileadmin/user_upload/inside/presentations/2009/Light_Propagation_Volumes.pdf
The smoke trail in KZ2 especially the ones from those Tank rounds are most impressive. You can see the dense plumes of particle traveling in great length and duration, observe the slightly curved movements of the rocket trail as it simulates heat tracking effect.
I'm not sure if it is on same thing but I remember smoke in Call of Duty 2 being persistent.
Sounds like it can benefit the Cell, using more CPU cycles instead of the limited bandwidth for overdraw.heres a demo of mine from 4 years ago
http://www.youtube.com/watch?v=St7Ws2mZr7Q (near the end)
scuse the singing doing a dylan -> bowie + also the vid quality
the smoke does dissipate, also receives shadows/lighting
the reason smoke normally doesnt hang around
A/ you cant see things in the game (gameplay downgraded)
B/ standard method with 2d particles equals a lot of overdraw which aint good for performance
I do have an idea which Ive been meaning to try out for a while (so much to do so little time)
involving raycasting (thus decent CPU required) but the results visually will be much superior to whats done now + in fact maybe even quicker since overdraw is nonexistant
got it.It's being talked about in relation to the consoles' abilities to alpha-blend many particles, and whether KZ2's example is something extraordinary or not. Where it looks 'cool' or not is immaterial for this technology thread.
Hmm...what about smoke grenade? Many games have 'em, and they're not like distant fog. They have a volume appearance and dissipate slowly.
[edit] in GeOW2, you can use smoke grenade and stick an enemy...effectively tagging them with smoke. It's pretty cool and cleaver way of showing 'em who's boss.
6msec though is a long time, think of it as 60fps == 16.7 msec per frame ( thus youre approaching half your available time!)
AFAIK (some correct me please) the dual-layer problem is due to the refocusing of the laser lens AS you transition, not an overhead penalty of the second layer itself. Thus keeping the transitions to a minimum would reduce the penalty.