Hi, I was very recently forced to check out this forum. Sorry for bringing this seemingly dead topic back up. Checked out the document linked by author, shot an email to JC, thus :
John Carmack said:
BTW, I am going to look into variance shadow mapping when I get a chance.
Hi, I was very recently forced to check out this forum. Sorry for bringing this seemingly dead topic back up. Checked out the document linked by author, shot an email to JC, thus :
I assume id Software is well underway on development of Wolfenstein for the 360/PC so I am guessing if he is just now looking into it VSM wont be used in his upcoming game.
Anyone know what method is being used in Wolfenstein? The only snippet I have seen about the engine is that it is using an enhanced version of the "megatexturing". It would be very cool if we saw something like VSM in games sooner than later...
Anyone know what method is being used in Wolfenstein? The only snippet I have seen about the engine is that it is using an enhanced version of the "megatexturing". It would be very cool if we saw something like VSM in games sooner than later...
Hey Mint, I'd love to see some of the stuff that you've done. You had some really good ideas a while back - have you had any time to pursue them? Unfortunately I've been busy with getting married and other such nonsense lately
Mintmaster said:
This technique is actually perfect for XB360, as the 360 supports 32-bit fixed point filtering and has free AA too during the shadow map rendering.
Oh yeah? That's totally awesome... I didn't know that it supported that high-precision filtering. Numeric precision should be a total nonissue on that harware.