Thread prompted by Mintmaster in another thread:
So, devs, sound off. What is the state of tiling? More and more titles are using it, but some big games aren't. Why? What do you have to say about performance? Is it technically difficult beyond a surface examination? Are the APIs up to snuff?
I believe Joker's game is using 4xMSAA with a lot of geometry. NBA Street offers 1080p with MSAA, as does VT3 I believe. Sports games seem to have gotten it down.
Bonus points for developers giving feedback on embedded memory on the next consoles. Should they go the tiling route? How much is necessary? 64MB? 128MB? How much percision will be needed for FP blending? Will the approach used by KZ2 become popular... and not be very compatible with embedded memory?
One thing I've wondered is why devs don't implement tiling more universally. Am I mistaken in thinking that nearly all games implement bounding volumes and object level frustum culling? It seems so ridiculously easy to simply use a narrower frustum for each tile and traverse the scene graph multiple times.
So, devs, sound off. What is the state of tiling? More and more titles are using it, but some big games aren't. Why? What do you have to say about performance? Is it technically difficult beyond a surface examination? Are the APIs up to snuff?
I believe Joker's game is using 4xMSAA with a lot of geometry. NBA Street offers 1080p with MSAA, as does VT3 I believe. Sports games seem to have gotten it down.
Bonus points for developers giving feedback on embedded memory on the next consoles. Should they go the tiling route? How much is necessary? 64MB? 128MB? How much percision will be needed for FP blending? Will the approach used by KZ2 become popular... and not be very compatible with embedded memory?