Thread spawned from 'desired next-gen effects' thread. Given ps3rocks was discussing water in two different places, I felt it warranted its own thread.
Both water discussions have been merged here.
I've seen it in action, both for small and large bodies of water, and it's pretty impressive. Problem is that at large scale it's somewhat silly as there is a complete lack of water separation (splash) as an object hits the water, you just get large waves. It's still quite a sight.
I would guess that it isn't FFT, but what are these games using then for their dynamic water simulation?:
Bioshock 1/2
Fallout 3
FEAR (yes the original)
Halo 3
Gears of War 2/Unreal 3.5
Both water discussions have been merged here.
One thing you mentioned that caught my attention was the use of FFT or Full Fourier Transform... and yes this is totally amazing that Cell is doing this and I've totally not seen any other processor even going to check this, let alone to be made for it. Processing wise, it can be put into perspective as the first game in the history of gaming that did dynamic wave-dispersion of water, when water is doing procedural wave generation as well... and is interactive for any number of individuals touching it... is Resistance-2. Entire game's water is done on FFT. Funny thing is that even Crysis hasn't touched it yet... so obviously no interactive wave dispersion in it(Crysis only does procedural waves, but neither dynamic dispersion, nor interactive generation blending).
For Crysis 2, we're hearing news of utilizing FFT. In Resistance-2 both small body and large body(ocean) water are rendered seperately but the core FFT algorithm remains the same. Be it 2 ft or 200 metres, it remains the same without framerate issues. That was the first where I was completely sold to Cell's potential even into the face of the 100s of cores containing modern GPUs.
I've seen it in action, both for small and large bodies of water, and it's pretty impressive. Problem is that at large scale it's somewhat silly as there is a complete lack of water separation (splash) as an object hits the water, you just get large waves. It's still quite a sight.
I would guess that it isn't FFT, but what are these games using then for their dynamic water simulation?:
Bioshock 1/2
Fallout 3
FEAR (yes the original)
Halo 3
Gears of War 2/Unreal 3.5
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