What's with trees this generation?

Discussion in 'Console Technology' started by Cyan, Sep 11, 2012.

  1. milk

    milk Like Verified
    Veteran

    Joined:
    Jun 6, 2012
    Messages:
    3,980
    Likes Received:
    4,104
    Well you could reduce overdraw by sampling from the materials alpha at every vertice and excluding triangles that get 0% opacity on all verticies. That would be a gross aproximation that would ignore many triangles that do have texture inside them, but not in the vertices, but maybe, if you use a resonably lower mip level of the alpha texture, then maybe that would not happen. Would have to test that.
    Irregardless, using displacement mapping to offset different parts of the leaves planes could make trees look more organic with less geometry, thus simplifying the whole thing and still getting better quality.
     
  2. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,735
    Likes Received:
    3,462
    Those trees are fine in general but most of you see in the video are the trunks. I meant initially the trees where the leaves look lush and rich in details and overlap each other.
     
    This got me to try playing a little more of Alaskan Adventures. The Yukon Delta map is pretty easy to play after a couple of minutes you launch the game if you play adventure mode.
     
    It's quite obvious the game -a game from 2006- is a direct port of the mythical PlayStation 2 console. :)
     
    If you think overdraw was bad, you should get a load of this. . . .
     
    The game smells of PS2 everywhere you look at. There is an extremely thick and lush grass-covered land all over the place, it's filled with overdraw everywhere.
     
    Then the place where the console has trouble to run at full framerate -I think this game has an unlocked framerate, sometimes it runs at what seems 60 fps, while other times it crawls now and then- is a spot where there are dozens of leafless trees forming a very intricate skeleton of branches, loads of them.
     
    They are completely dried pine branches, some thicker and then there are others that emerge from them whose thickness is lower, which have again more branches forming on them, so there are like hundreds of little leafless branches on each tree, in a area heavily populated with them, and they don't have imposters or anything, they are rendered at the same quality whenever you look at them.
     
    So yeah, there are like thousands of branches overlapping each other and the console has a hard time rendering it, but I can see why it made it to the PS2, and then to the X360 unaltered.
     
    I can't describe it perfectly and the Youtube videos of that stage I have watched are from the PC version, which doesn't look remotely similar to the consoles version, I wonder why.
    Now, that's a good one.

    zed, I remember you sharing that photo time ago in a different thread. The second picture is my favourite, the leaves implementation looks quite convincing and real.

    TheWretched, some parts of the presentation, when the trees don't have leaves remind me of the trees in the Yukon Delta from Alaskan Adventures.

    Billy, trees in Crysis look okay, but I rather prefer the Far Cry 2 implementation because they react to physics in a per-pixel style.

    Ruskie, I have still yet to see Crysis 3 in motion on the PS3 and X360, or the WiiU when it comes out.

    Shifty; Yeah, well, we need more raytracing in gaming. I have yet to see one game featuring it. There's a possibility it may exist in another universe somewhere, but I am not sure where. Because I didn't see it in real time to date.

    Laa-Yosh, the slight breeze swing is what I defined as pixels coming and going when I looked at the trees. The pixels are still there but it looks like there is something floating between all those hundreds of branches, like a graphical effect -the so called overdraw?-.

    mikiex, as sebbi pointed out already, they use a special kind of LOD in RDR. It seems bugged sometimes. I have seen a few totally 2D transparent trees that looked like made of plastic in the distance.

    warb, I didn't play Alan Wake, but I love nice trees.

    Prophecy2K, hehe. Please, just... Forget it.

    Almighty, I would love to see tesselation used in the future for whatever developers might need it, but it seems to be a no go this generation.

    Ethatron & milk; all what you say sounds very interesting. Wish I could add something. I'd love giving a weighty opinion, but for this... I don't think I have any.
     
  3. zed

    zed
    Legend

    Joined:
    Dec 16, 2005
    Messages:
    6,415
    Likes Received:
    2,139
    cayn the lighting etc aint great (just standard RGBA8)
    it prolly needs seeing in the movement (sorry about the video quality back then youtube only had crap quality videos)
    http://www.youtube.com/watch?v=VHKc8aGho4A&feature=g-upl
    the thing is by doing it this way, it lessens the overdraw of the transparent polygons for vegetation, the downside is a lot more polygons are rendered (back then a million polygons a frame was huge, todays cards laugh at that number)
    I think today you should be able to do a forest with >a million trees (all unique) all dynamic

    edit- I wonder if theres desire of an updated version of the above program for the iDevices?
    It would be an interesting benchmark, but the question is what do you do with it? grow your own trees/garden perhaps? ideas anyone
     
    #23 zed, Sep 15, 2012
    Last edited by a moderator: Sep 15, 2012
  4. Blazkowicz

    Legend

    Joined:
    Dec 24, 2004
    Messages:
    5,607
    Likes Received:
    256
    This thread reminds me of the old Medai of Honor on PC. The game runs well on a Voodoo2 or low end GPUs, until that snow forest level which only consists of trees and dirt/rock barriers.

    It's incredibly slow. The overdraw, as in drawing a lot of trees hidden by the foreground trees, is massive. Consoles would reject some of those triangles (esp. PS3, where the SPE don't have much of a job to do except culling those triangles), modern GPU have optimisations to reduce overdraw. But those are winter trees with no leaves.

    Then, Soldier of Fortune II ran slow. The quake 3 engine was more made for showing empty hallways than lush vegetation.
    Then Far Cry 1 came out and would show ridiculous amounts and would hardly ever drop framerate. It looked damn impossible. There can be a huge difference from software alone.
     
    DavidGraham and Cyan like this.
  5. nightshade

    nightshade Wookies love cookies!
    Veteran

    Joined:
    Mar 26, 2009
    Messages:
    3,392
    Likes Received:
    93
    Location:
    Liverpool
    Didn't RDR use A2C to reduce the overdraw ?
     
  6. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,735
    Likes Received:
    3,462
    Developers said that's the case for all vegetation and foliage count, including trees. But they also use an impostor system, a technique which is similar to the one used in Halo Reach.
    For Far Cry 1 they probably used 2D trees that look fine in the distance, except when you get close to them and realize that they are always facing you wherever you move. Like they say, in those cases you can't see the forest from the trees.

    This happened to me in Battlefield 3 as of late, in the Kargh Island map. There are many 2D trees in the mountains, I was moving there on foot and it was the same effect used in Rage.

    It could be a bug given the fact that there are other trees in the map and they look good when you are nearby, but I don't think so.

    The map has a few design deficiencies, or it could be a bug, like something weird I found in the map, where one of those trees top -half of it, which makes it even look more weird- "comes out" and looks completely fused together with a concrete bunker.
     
  7. Blazkowicz

    Legend

    Joined:
    Dec 24, 2004
    Messages:
    5,607
    Likes Received:
    256
    Lots of 2D trees in Far Cry but they turn into 3D trees and vice versa, on top of LOD.
    I think this is the strong point of the game, it is very consistent
    A tree that is really far away is replaced by a cardboard placeholder and we fall for it. The game also makes sure to increasingly drop herbs, then small bushes up to dropping trees, so it's an exercise in not drawing stuff.

    Then after watching the Uncharted 2 demo, wow that's quite another thing, Far Cry looks old. But that old game really went after the problem of getting anywhere and looking as far as you wish.
     
  8. Cyan

    Cyan orange
    Legend

    Joined:
    Apr 24, 2007
    Messages:
    9,735
    Likes Received:
    3,462
    Talking of modern optimizations, one of the games I mentioned in the original post of this thread is Alaskan Adventures, one of my favourite games of the X360 generation. And yes, the framerate literally sent to console to its knees and the game crawled in the Yukon Delta area on the Xbox 360.

    Now the game is backwards compatible on the Xbox One and I gotta play it again and try, to see if there is any improvement. The game literally run at like 2 fps in that area for prolonged times once you looked at the dense trees. :roll:

    [​IMG]
     
  9. Blazkowicz

    Legend

    Joined:
    Dec 24, 2004
    Messages:
    5,607
    Likes Received:
    256
    Fun to see this thread come up

    What I now want to mention is it used alpha blending of sprites and maybe models. Maybe alpha fading in/out of close range 3D grass and leaves.
    In my memory the far away trees automatically turn into 3D trees, and the other way around.
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...