Well, one the main draws of PBR is to standarize materials so you don't have to tweak them every time lighting conditions change. Photorealism is optional.It'll be the same hardware
Also, it doesn't make materials look like their real-world counterparts. Uncharted isn't going for photorealism.
http://images.gamersyde.com/image_uncharted_4_a_thief_s_end-27127-2995_0011.jpg
Looks like painted artwork, not real rock and moss/algae/lichen. Which is as it should be!
Well, one the main draws of PBR is to standarize materials so you don't have to tweak them every time lighting conditions change. Photorealism is optional.
Yep. And if the description of their 2 year PBR shader was saying as much and not 'look like real', I'd not have said anything.Well, one the main draws of PBR is to standarize materials so you don't have to tweak them every time lighting conditions change. Photorealism is optional.
Yep. And if the description of their 2 year PBR shader was saying as much and not 'look like real', I'd not have said anything.
Naughty Dog to EDGE said:Up close, a system that was co-developed by Naughty Dog and Sony's Advanced Technology Group [the ICE Team] delivers a more efficient way of making highly detailed surfaces without using performance-hungry adaptive tessellation; farther away the studio is relying far more on background LOD algorithms than it has ever before.
A new physically based shader more than two years in the making helps materials to look lifelike using their real-world properties.
Well the shader might be able to create realistic results but the artists brake it by using hand painted texturesYep. And if the description of their 2 year PBR shader was saying as much and not 'look like real', I'd not have said anything.
And talking of 'subtle', good job on the deleted post there, moderator! I'm guessing, AlNets
I KNEW IT!YOU CAN'T PROVE ANYTHING!
Physics? Is physics under graphics now? They showed inverse kinematics during the presentation and I don't think we should count that as graphics per se.
Take the same game aimed for console @ 30 fps and you can crank it up to 60 for PC where power's not a barrier.
One of my big problems with almost all sandbox games is that they rarely incentivise, much less force you into situations where you have to be creative.
My understanding of the presentation on Drake was that the shaders also handle a lot of the additional detail work like the stitches on his clothing, and the results are calculated on the fly. That's probably some very complex code and it also has to perform pretty well so it could explain the long development time.
With this quote, by background LOD algorithms do you think they're talking about LOD systems like Bungie's 'imposter tech' where 3D models are converted on the fly to very crude 3D models with drastically simpler shading & texturing or 2D billboards?"Farther away the studio is relying far more on background LOD algorithms than it has ever before."
by background LOD algorithms
With this quote, by background LOD algorithms do you think they're talking about LOD systems like Bungie's 'imposter tech' where 3D models are converted on the fly to very crude 3D models with drastically simpler shading & texturing or 2D billboards?
I'd have to look back at the presentation, but I don't think the LOD models used by the imposter system are generated at runtime. What made them special compared to Bungie's previous method is that they're automatically generated (offline) using a system which attempts to correctly capture the low-frequency aesthetic of the objects (both geometrically and in terms of material properties) so that they can be rendered as an ultra-cheap vertex-shaded object while still looking half decent.With this quote, by background LOD algorithms do you think they're talking about LOD systems like Bungie's 'imposter tech' where 3D models are converted on the fly to very crude 3D models with drastically simpler shading & texturing or 2D billboards?