jvd said:I think you'd blow your load on the cat v3 . The rest of the stuff isn't very impressive.
As for unreal 3 tech they may very well be talking about 2 million polygon model . The video makes it sound that way the website does not .
Still if we were to have 10 chars on the screen at once that be 20 million polgons a second not to mention the 100 million used for the city uncompressed .
thats a 120 million polgyons per frame. You'd need to draw that 60 times a second
that be 7.2 billion pps would it not ?
Still if we were to have 10 chars on the screen at once that be 20 million polgons a second not to mention the 100 million used for the city uncompressed .
thats a 120 million polgyons per frame. You'd need to draw that 60 times a second
that be 7.2 billion pps would it not ?
V3 said:Still if we were to have 10 chars on the screen at once that be 20 million polgons a second not to mention the 100 million used for the city uncompressed .
thats a 120 million polgyons per frame. You'd need to draw that 60 times a second
that be 7.2 billion pps would it not ?
Well, not quite, that, 100 million is for the whole city. You can partition the level, since you won't get to see the whole 100 million at once.
But even 7.2 billion pps, PC GPUs will get there soon enough. Hopefully PC will have >4GB of memory by then too.
london-boy said:V3 said:Still if we were to have 10 chars on the screen at once that be 20 million polgons a second not to mention the 100 million used for the city uncompressed .
thats a 120 million polgyons per frame. You'd need to draw that 60 times a second
that be 7.2 billion pps would it not ?
Well, not quite, that, 100 million is for the whole city. You can partition the level, since you won't get to see the whole 100 million at once.
But even 7.2 billion pps, PC GPUs will get there soon enough. Hopefully PC will have >4GB of memory by then too.
Well, "possibly" you could have 4GB Ram today. Motherboards support that already (either 3 or 4, can't remember, i think mine is 3...), it's only a matter of going out and buy the Ram modules...
Now, if we're talking about Video Ram, then i expect next gen GPUs to have around 1GB, next next no more than 2GB.
Your artists would kill you if you'd want them to skin a 2 million polygon mesh. Your GPU would also give up quickly, see my above post...
qwerty2000 said:london-boy said:V3 said:Still if we were to have 10 chars on the screen at once that be 20 million polgons a second not to mention the 100 million used for the city uncompressed .
thats a 120 million polgyons per frame. You'd need to draw that 60 times a second
that be 7.2 billion pps would it not ?
Well, not quite, that, 100 million is for the whole city. You can partition the level, since you won't get to see the whole 100 million at once.
But even 7.2 billion pps, PC GPUs will get there soon enough. Hopefully PC will have >4GB of memory by then too.
Well, "possibly" you could have 4GB Ram today. Motherboards support that already (either 3 or 4, can't remember, i think mine is 3...), it's only a matter of going out and buy the Ram modules...
Now, if we're talking about Video Ram, then i expect next gen GPUs to have around 1GB, next next no more than 2GB.
You wish the most VRAM that the next-gen consoles will have is 128MB.
jvd said:London boy. I suspect that the r4x0 and the nv4x will max out at 512 mbs with the r5x0 and nv5x series starting at 512 megs and mabye going to 756 mbs .
It will also be nice to see 3dc gain support as this will also help increase the amount of "virtual" ram that there is .
V3 said:So I guess we'll be stuck with sub 100,000 poly characters like Dawn, Nalu, or Ruby.
I mean that Unreal characters, could have a base of 100,000 poly with the normal map, should be do able since ATI demoed Ruby already. Why do they go so low to 10,000, which kinda destroyed the look of nice detail they have. Its just kinda shame really.
so will only the ps3 be able to render those pictures u put up or will all next gen systems be able to do so ?qwerty2000 said:The ps3 can't do that golf picture that I put up, you guys are right. But the rest of the pictures I put up the ps3 should be able to do it.
Nalu and Ruby don't have 100K polys in their original form either - they are subdivided using the Catmull-Clark scheme, I'd say 2 iterations. The artists have modeled an ~10K control mesh, UV mapped it, skinned it to a skeleton, and then had the polygons subdivided and smoothed by the 3D app. For animation, it happens for each frame before rendering, thus the subdivision will also smooth out any smaller skinning errors as well.
It is actually a pretty standard workflow and I see no reason to interfere with it. If you need more detail, use displacement mapping - it is far more efficient for both the production pipeline, and rendering on the GPU as well.
V3 said:Nalu and Ruby don't have 100K polys in their original form either - they are subdivided using the Catmull-Clark scheme, I'd say 2 iterations. The artists have modeled an ~10K control mesh, UV mapped it, skinned it to a skeleton, and then had the polygons subdivided and smoothed by the 3D app. For animation, it happens for each frame before rendering, thus the subdivision will also smooth out any smaller skinning errors as well.
The Unreal characters, the high res model, they were subdivided as well right ? or other HOS. I mean no one really tweak 2 million polygons models. I mean most likely the model is coverted to polygons just to generate the normal maps.
It is actually a pretty standard workflow and I see no reason to interfere with it. If you need more detail, use displacement mapping - it is far more efficient for both the production pipeline, and rendering on the GPU as well.
I understood that, what I am saying is why do they go to low 10,000 polygon ? I mean if they are going to displace this base model back into 2,000,000 I won't complain, but for normal map, I would rather they used a more detail base.
jvd said:so will only the ps3 be able to render those pictures u put up or will all next gen systems be able to do so ?qwerty2000 said:The ps3 can't do that golf picture that I put up, you guys are right. But the rest of the pictures I put up the ps3 should be able to do it.
i doubt any of them can do itqwerty2000 said:jvd said:so will only the ps3 be able to render those pictures u put up or will all next gen systems be able to do so ?qwerty2000 said:The ps3 can't do that golf picture that I put up, you guys are right. But the rest of the pictures I put up the ps3 should be able to do it.
I think the xbox2 could do it but I think the N5 will have a hard time.
qwerty2000 said:jvd said:so will only the ps3 be able to render those pictures u put up or will all next gen systems be able to do so ?qwerty2000 said:The ps3 can't do that golf picture that I put up, you guys are right. But the rest of the pictures I put up the ps3 should be able to do it.
I think the xbox2 could do it but I think the N5 will have a hard time.
V3 said:The Unreal characters, the high res model, they were subdivided as well right ? or other HOS. I mean no one really tweak 2 million polygons models. I mean most likely the model is coverted to polygons just to generate the normal maps.
I understood that, what I am saying is why do they go to low 10,000 polygon ?
jvd said:i doubt any of them can do itqwerty2000 said:jvd said:so will only the ps3 be able to render those pictures u put up or will all next gen systems be able to do so ?qwerty2000 said:The ps3 can't do that golf picture that I put up, you guys are right. But the rest of the pictures I put up the ps3 should be able to do it.
I think the xbox2 could do it but I think the N5 will have a hard time.