WiiGeePeeYou (Hollywood) what IS it ?

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I'm gonna guess he's referring to the fact that the Gamecube had all kinds of hardware features (such as emboss bump-mapping) that went virtually unused because developers simply ported from the PS2.

i bet you meant EMBM instead of emboss there. but i completely agree with your point, with the single remark that the xbox actually got a significant number of PC ports, which although based on similar GPU features, suffered from other serious drawbacks of the platform, among which major architectural screwups. but that's totally off-topic.
 
Not sure what you mean there.. ?

Pretty much what fsp said, they could say the same if they are just doing the game for GC (instead of Wii) as it does have all the features they said (bump mapping, AA, extra memory), even this way the game look very on par with PS2 ones.

I wonder how long till we starting o se games that look (gfx, animation...) like XB best or at least like GC best, after we know litlle but we know that it is more powerfull than XB.
 
i bet you meant EMBM instead of emboss there.
No, I meant emboss. I know it's not as cool as normal mapping, but it still can immensely improve the look of a game. Xbox did get some PC ports, but did they match up in quantity to the overwhelming pile of PS2-based games?
 
No, I meant emboss. I know it's not as cool as normal mapping, but it still can immensely improve the look of a game.

fearsome, every 3d rasterizer ever made can do emboss - it was a popular technique back in the voodoo days. ps2 can too. which is not the case with EMBM which requires substantial support on the part of the rasterizer.

Xbox did get some PC ports, but did they match up in quantity to the overwhelming pile of PS2-based games?

apparently not. but some of them made quite an impact, e.g. halo ; )
 
Halo wasn't a PC port. The PC version was an Xbox port.

I thought the Gamecube had specific hardware support for emboss mapping, and that this is what Factor 5's games used on the ground and stone surfaces. It certainly made things look a lot better than they did on PS2.
 
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Halo wasn't a PC port. The PC version was an Xbox port.

halo was in development way before ms acquired bungie. the game may not have seen a release on another platform before that, but it definitely was not conceived on, or for, the 'box. i remember at the time of the transition bungie were wondering how to implement the controls of the game, as it was originally designed with classic desktop FPS controls in mind.

I thought the Gamecube had specific hardware support for emboss mapping, and that this is what Factor 5's games used on the ground and stone surfaces. It certainly made things look a lot better than they did on PS2.

factor5 may have used it but that's out of creativity, not out of technology potence of the platfom, as there's nothing specual about emboss that prevents it from being used on any rasterizer.
 
fearsome, every 3d rasterizer ever made can do emboss - it was a popular technique back in the voodoo days. ps2 can too. which is not the case with EMBM which requires substantial support on the part of the rasterizer.

But there is no PS2 game that use it, right?

What is the main diference between emboss and EMBM (besides reflexion, ie just the bump)? I am asking this as it is very hard to find info on EMBM.
 
But there is no PS2 game that use it, right?

What is the main diference between emboss and EMBM (besides reflexion, ie just the bump)? I am asking this as it is very hard to find info on EMBM.

few games have ever used emboss bump mapping to my knowlage (PC or console). ATi has a pretty good primer on bump mapping here.

basicaly, any hardware that supports mapping multiple texture layers to a single surface can emboss. think of having a color picture of woodgrain, then a couple of greyscale pictures at varying intensity printed on transparent plastic. you can layer those 3 pictures slightly offset to create a "3D" look to the woodgrain.
 
Thanks, what about EMBM?

http://www.matrox.com/mga/theguide/contents/how_embm_works.cfm
EMBM requires three maps: a conventional texture map, a bump map, and an environment map. The bump map is combined with the environment map and the resulting 'perturbed' environment map is applied to the original texture. In other words, a corresponding environment map coordinate exists for each texel coordinate of a texture map, the value of which is then applied to the texel in order to create a lighting effect.
 
factor5 may have used it but that's out of creativity, not out of technology potence of the platfom, as there's nothing specual about emboss that prevents it from being used on any rasterizer.

Unless your rasterizer doesn't do so well with multitexturing and really prefers using 4-bit textures. I somehow doubt that we rarely if ever saw it on the PS2 because developers were either too stupid or too artistically dull to use it.
 
What you guys think of the patent, I posted?

from the preamble, sounds like a mechanism for efficient workload distribution at rasterisation with tiling over multiple rasterizers, the ballance across which is maintained through an adaptive tiles re-sizing.
 
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Don't remember exactly, I think I remember it's a cubemap lookup given a normal in a heightmap, something like that.

what you remember is re-normalisation through a cubemap lookup. EMBM is just an addressing indirection form ala T[size=-2]final[/size] = T[size=-2]second[/size][T[size=-2]first[/size][s,t]] with an extra uv transform slapped in the middle. of course, being so simple it also means it's quite versatile and powerful too (as we know all those simple things tend to be bloody fundamental too : ) as you can tell, it also takes quite some potency from the rasterizer as your textures' most fundamental trait - addressing predictability, essentialy goes south.
 
Pretty much what fsp said, they could say the same if they are just doing the game for GC (instead of Wii) as it does have all the features they said (bump mapping, AA, extra memory), even this way the game look very on par with PS2 ones.

I wonder how long till we starting o se games that look (gfx, animation...) like XB best or at least like GC best, after we know litlle but we know that it is more powerfull than XB.

I suppose so (though not in the case of memory to be honest). I just assumed the developer was talking about how easily those kind of features could be used compared to GC. So even lesser technically accomplished developer could put in plenty of stuff like bump maps and AA without slowing there games down.. maybe not but that's just how I read it.
 
Thanks.

of course, being so simple it also means it's quite versatile and powerful too (as we know all those simple things tend to be bloody fundamental too : ) as you can tell

Powerfull to do what?

it also takes quite some potency from the rasterizer as your textures' most fundamental trait - addressing predictability, essentialy goes south.

How much power it takes?

Just one more question it would be possible tu use EMBM on every surface (diferent even if simple fxs (diferent levels of bright and such, IIRC B3d had a page (link?) that showed that with a simulation for metal, plastic ...), depending on the surface) from a game, eg take Black would it be possible that a GC/Wii version had such a extensive use of EMBM.

Thanks in advance.
 
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