You're right, a conventional approach will have the same edge scenarios that plague polygon rasterization. By 'jaggies' I should have said 'corners' or somesuch. That said, I'm thinking that a pure CSG renderer can go exotic on AA method.
You're right, a conventional approach will have the same edge scenarios that plague polygon rasterization. By 'jaggies' I should have said 'corners' or somesuch. That said, I'm thinking that a pure CSG renderer can go exotic on AA method.
I think the closest Microsoft has gotten to it is a presentation on approximating Catmull-Clark but that was years ago and I'm guessing it is not a good enough solution.
I take it that the tessellator is not exposed in XNA.
How many polygons in a car from GTA IV ? I feel it's more than a car from GT4 on PS2, so, could we expect cars from next gen GTA game to look as good as the ones in GT5 ?
GT cars take so long to build because they are based on real cars and will be judged on how close they look to the real thing. Anybody with experience could whip up a 200k poly car in considerably less time, if they're creating an original design. The problem is games like GTA have a lot of scenery to hold in memory, and a lot of geometry to draw with multiple cars, people, and complex environments. It just makes more sense to use simpler car models, especially when most of the time they'll be viewed from farther away than in a racing game.probably more than GT4, seeing as those were only around 3 - 5k each
problem is time (and time = money) so while a next-gen GTA could have GT5 (200k polys)...it also takes them at least 8 - 10 weeks to build each car to that detail.
so while it might be possible, I dont see it happening, apart from very select "hero" cars maybe
GT cars take so long to build because they are based on real cars and will be judged on how close they look to the real thing. Anybody with experience could whip up a 200k poly car in considerably less time, if they're creating an original design. The problem is games like GTA have a lot of scenery to hold in memory, and a lot of geometry to draw with multiple cars, people, and complex environments. It just makes more sense to use simpler car models, especially when most of the time they'll be viewed from farther away than in a racing game.
bayonetta polygons models up close.
http://www.flickr.com/photos/platinumgames/3469144909/sizes/o/in/photostream/
http://www.flickr.com/photos/platinumgames/3469144585/sizes/o/in/photostream/
http://www.flickr.com/photos/platinumgames/3469145971/sizes/o/in/photostream/
model created using ZBrush.
http://www.flickr.com/photos/platinumgames/3469145475/sizes/o/in/photostream/
http://www.flickr.com/photos/platinumgames/3612741006/sizes/o/in/photostream/
http://www.flickr.com/photos/platinumgames/3796762727/sizes/o/in/photostream/
http://www.flickr.com/photos/platinumgames/3797579510/sizes/o/in/photostream/
character models look to be the same as DMC4 if not better, around 17k, weapons look 4 to 5k. character's faces are around 5 to 6k alone.
looks pretty decent.
I'll agree with the numbers.
By the way that gun model is most probably from the cutscene & not the one used while in gameplay.
bayonetta polygons models up close.
character's faces are around 5 to 6k alone.
Most definitely not. 2-3k triangles at most.
Thanks for your info, but I've been working as a 3D modeler for almost a decade now, and on my better days I like to think that I kinda know my stuff...