His skin really needs some subsurface scattering. It would make him look much more realistic.
yes , Crash engines and Spyro 's (insomniac) engine were the best tech out of ps1 HW.The Crash Bandicoot games were pretty yes. I remember that they were proud of the Z-buffer effect in CB2 en that the engine from CTR was one of the best for PS1.
Easier said than done. How many games have SSS?
Mass Effect, Brothers in Arms 3, Crysis To name a few.
No one speaks for the cg sss but for the real time effect that some developers use in their next-gen games in order to fake this effect. Make a search before you answer and stop jumping the gun.you wish...in real world ,they don't.crysis may have the most advanced skin shading from these 3 ,but not SSS by any stretch.
Tri-Ace PS2 games, Star Ocean 3, Radiata Stories and Valkyrie Profile 2, amongst others probably, used a technique to create translucent materials, specifically for the skin of some of their characters.No one speaks for the cg sss but for the real time effect that some developers use in their next-gen games in order to fake this effect.
Blimblim said:Ok guys, here is a translation:
The E3 teaser wasn't realtime apparently, but was using the assets and shaders of the game at that time, but the engine wasn't good enough. Today they have it running at 30 fps, and they are very near the trailer quality, about 90% of it (litteraly says it's missing 10%), because the shaders have been downgraded a bit because they aimed too high at first.
It also mentions they are using Nvidia's CG, but also some new library that has not been made available to third party devs yet.
....
That article is 100% legit. Believe it or not it's your problem, but the author is well known here in France, and the event itself happened for sure.
Apparently, ND confirmed a 10% graphics downgrade here:
http://playstar.cinebb.com/Dossiers-f4/Rencontre-avec-Christophe-Balestra-de-Naughty-Dog-t210.htm
Blim at GAF:
Apparently, ND confirmed a 10% graphics downgrade here:
http://playstar.cinebb.com/Dossiers-f4/Rencontre-avec-Christophe-Balestra-de-Naughty-Dog-t210.htm
Blim at GAF:
Which would be this one.Tri-Ace PS2 games, Star Ocean 3, Radiata Stories and Valkyrie Profile 2, amongst others probably, used a technique to create translucent materials, specifically for the skin of some of their characters.
They made a presentation of that technology at GDC Europe (Now London) in 2005, if I remember correctly.
NV40 and G70 series could both render to 2 different 16xAA modes, I do belive that RSX can use both of those.Sidenote: on xb360 there is a hard cap at 4xaa. Is there a similar cap on ps3? If so, what is it?
That site owner post on our forums, so he might chime in and give you the details you may want to hear.No one confirm nothing because tha nature of article is unsure
All hardware accelerated MSAA ROPs have a limit to the number of samples they allow. On the PS3 it would be the same as the G7X series: 4XMSAA.TheChefO said:Sidenote: on xb360 there is a hard cap at 4xaa. Is there a similar cap on ps3? If so, what is it?
All hardware accelerated MSAA ROPs have a limit to the number of samples they allow. On the PS3 it would be the same as the G7X series: 4XMSAA.
That site owner post on our forums, so he might chime in and give you the details you may want to hear.
With that said, as I said in my earlier post in this thread, the trailer was surely a "fully featured" video. It was rendered on the PS3 engine, just not in real-time (hence the higher AA).
Now, let's wait for the final version of the game, after full code optimisation, to see how it looks. I just hope that they activate some anti-aliasing in the final build.
All hardware accelerated MSAA ROPs have a limit to the number of samples they allow. On the PS3 it would be the same as the G7X series: 4XMSAA.