Kumagai was very enthusiastic about the HDR (High Dynamic Range) that will be put to good use for scene specific lighting effects. For example, HDR will illuminate the screen in a daylight-white fade-in when cars exit a dark tunnel.
er....did bloom translate to HDR or something?
rabidrabbit said:The resolution and anti aliasing in those pictures (at least the lower one) is much much much much much much much much much much much
very much much much much much much much much much much very
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much higher than it'll be in the actual game
Now THAT is AMAZING. STill wont make me buy an X-block though. Gates has enough money. And I shudder if he gains the foothold, he will be another EA on steroids. STill, that shit looks incredible , lol.
Peace
Guden Oden said:It looks good, really good, but I worry about banding in the more advanced effects. It wouldn't surprise me that much if some of that magically appears in the final game, particulary if it has to run in 16-bit for memory and/or technical reasons.
Also am curious about framerate. The original game was slow and juddering and probably very unoptimized. This game however bumps the detail level considerably, particulary where transparent overdraw is concerned. That's generally not known to be very beneficial for framerate...
Uh, it is? And how do you propose to magically accomplish that with fixed-point, low-precision hardware from the very earliest part of the century?phat said:The point of HDR rendering is that we won't have to worry about colour depth loss in the intermediate steps of rendering
He DID? When?! What's the name of that book?Also, it bears repeating that the graphics programmer on Wreckless (and, presumably, Wreckless 2) wrote the book on HDR and various other frame buffer effects.
Iron Tiger said:The second shot (and the other shot from around there) strongly resembles the RTHDRIBL demo in material properties, reflections and the blooming effect. .
Notes on DX8 Implementation
Accurate calculation is not feasible
How to make it believable by faking
Based on appearance rather than theory
Notes on DX9 Implementation
High-precision buffers
Consumes a lot of memory
No blending capability
Will be recommended in the near future…
Low-precision buffers
Pixel shaders are expensive
Consider fake techniques like DX8
High performance
Low memory consumption
Very effective
HDR in Games
Should be appealing rather than accurate
Accuracy is not important for players
Accuracy does not necessarily mean attractiveness
Even an inaccurate scene can be appealing
Cost and performance
The key is to understand the effects of HDR
Devise a fake technique that is fast enough and produces believable results
Accurate HDR rendering is still hard in games
Use HDR only for effects that give a large impact
Use sprites if you want to generate glare only for the sun, which is much faster and gives high quality results
The resolution and anti aliasing in those pictures (at least the lower one) is much much much much much much much much much much much
You really believe you'll see much of the detail in this picture in final game?