Ahhh, yes, I forgot about DXT5 - but thats generally a lossier format though; are you going to be using it?
lossier than what? It should give you the same quality as 3Dc.Dave Baumann said:Ahhh, yes, I forgot about DXT5 - but thats generally a lossier format though;
nAo said:lossier than what? It should give you the same quality as 3Dc.
what I described is different than just use a DXT5 texture, in fact using 2 DXT5 textures you have the same quality as 3Dc and the same time you can use the extra 6 color channels to store correlated data as diffuse, glossy maps, etc.AlphaWolf said:I was always under the impression that 3dc had a quality advantage over dxt5.
nAo said:what I described is different than just use a DXT5 texture, in fact using 2 DXT5 textures you have the same quality as 3Dc and the same time you can use the extra 6 color channels to store correlated data as diffuse, glossy maps, etc.
YepERP said:I guess you could just make 2 lookups out of the same texture though at some cost.
The last I heard it was just DXTC.Belmontvedere said:what about 3d textures, doesn't Nvidia have some kind of proprietary compression method for them?
Nesh said:Also take Doom3 and HL2.Both superb looking but HL2 has a more realistic feel unlike DOOM3 which has the plastic look and overdoits with bumped textures
Dr. Meaty said:Can I ask you guys a question? Am I the only one seeing some really noticeable LOD popup kinda stuff going on in COD2 with character models and other objects changing several times as you get closer? I'm starting to think there may be a problem with my console. I've also had the odd texture pop up a little late in PGR3. Anyone else? I'm not bitching about it, I really want to know.
Mintmaster said:Upsampling would be a lot more apparent than what we see in Powderkeg's 720p screenshot. Going from 579 to 720 is a big difference. I don't think they're doing this. Robofunk's link from the bizzare forums is further evidence.
Regarding screenshots, why wouldn't Bizzare do 4xAA in them if they're switching resolution and doing a "photo mode"?
For 2xAA, I don't think predicated tiling is necessary. You only need to send the geometry twice and use clip planes or a scissor test each time. I doubt that doubling the geometry will slow down the game that much.
tahrikmili said:I thought pretty much the opposite, too many flat surfaces in Half Life 2 made it look like everything was built out of cardboard.. A good balance of polygons and mapping needs to be achieved, this, I agree with, but quality textures and mapping simply makes it look more photoreal than higher polygons. Someone mentioned the FFVII demo and how it wowed them with all the cloth and hair animations. To that I say, nothing in the FFVII demo looked photoreal to me either. What I want to see achieved in the end is something more like Episode III's Yoda than Toy Story's Buzz..
I don't believe you, simply because 2xAA can't provide enough antialiasing to elliminate jaggies! Even 4xAA isn't enough for high-contrast situations. The best AA I've ever seen is on my LCD monitor with enough after-image delay that in motion, jaggies are mo-blurred into nonexistence. Jaggie-free console games aren't happening any time soon.swanlee said:Again this is not a 2nd hand account of someone playing the game on a kiosk. I have the 360 and these games at home and trust me even in these launch titles Aliasing is a thing of the past on home consoles now.
kyleb said:Any chance you would post some pictures to show what you are seeing? I don't have a 360 yet but I played some PGR3 on a fairly nice 50" rear projection LCD and and the full version of CoD2 on a decent 19" LCD and both showed quite a bit of alising. Close up shots of straight lines at sharp angles in CoD2 would be best as I didn't see any AA at all in that, so I am really interested in getting a better idea of what it looks like on your TV.