luca_29_bg
Member
Please someone can explain me if it will be works ? Like as intended ? In deep down capcom has used this feature ?
In deep down capcom has used this feature ?
Sorry if this is a dumb question, but what does tessellation do? What is tessellation?
Sorry if this is a dumb question, but what does tessellation do? What is tessellation?
More pronounced surface is one of the usage .
It repeats geometric arrangements of polygons to get more detail out of only render a small piece of a repeating pattern. It's mostly used to define smoother definitions or more interesting textures over top of a surface that has already been flushed out in various low and high polygon models. So it increases polygon counts without being drastically taxing on your gpu.
Is tessellation like bump mapping? Is it just an illusion to give a flat surface depth, or is there real depth to the geometry?
Sony uses LibGCM as a graphics library (their own creation) mainly, not OpenGL (or PSGL) or DirectX. But yes, rest assured it has all the next-gen graphical features. It's also the most flexible library and closest to the metal. PS3, Vita and PS4 all have a version of LibGCM. You can use OpenGL/PSGL on PS3 but it's not well optimized and you need to use LibGCM for stereoscopic 3D etc. 99% of PS developers use LibGCM.
If the PlayStation 4 is using OpenGL. And the new XBOX is using DirectX.
Then I am really, really looking forward to all of the PC games we'll likely be getting that used to be console exclusives.
I'll take Persona 5 in Steam, please.
I remember Dragon Age II using tesselation to eat my feet with extra floor geometry, making my companions and myself look like Fire Emblem characters when standing.
http://www.neoseeker.com/news/15964-dragon-age-ii-directx-11-features-detailed-pictured/I'm pretty sure DA2 didn't support DX11.
so tessellation is patented by microsoft or something now?
Hah, I stand corrected. For some reason I always thought it was DX9.
I thought the PS4 was DX11 based and the Durango a specialised DX11.1?
Is tessellation like bump mapping? Is it just an illusion to give a flat surface depth, or is there real depth to the geometry?
But the XBOX 360 was on power architecture.I can't see how that will change anything.
360 already uses DirectX 9 if I'm not mistaken.
Sorry if this is a dumb question, but what does tessellation do? What is tessellation?
But the XBOX 360 was on power architecture.
you didn't get my sarcasm :/
I saw in one of the Crysis 3 videos (on PC) they used it with trees and shit.Whatever happened to parallax mapping? It was played up as a big thing a few years ago and then barely ever used.
Whatever happened to parallax mapping? It was played up as a big thing a few years ago and then barely ever used.
OpenGL is a layered API on the PS3. That's why it isn't well optimized. LibGCM was better because it was the main system.
There's been talk that the PS4 will support OpenGL natively.
If the PS4 has native OpenGL and the steambox really runs Lynux, OpenGL support will get exponentially better.
If the PlayStation 4 is using OpenGL. And the new XBOX is using DirectX.
Then I am really, really looking forward to all of the PC games we'll likely be getting that used to be console exclusives.
I'll take Persona 5 in Steam, please.
I can most assure you that developers on the PS4 will not be using OpenGL. The comments about libGCM are correct. A similar library will exist on the PS4.But the XBOX 360 was on power architecture.
If I'm not mistaken, the major hurdle for many companies not wanting to port to the PC, Bandai Namco for instance. Is satisfying two things, architecture like x86 and a PC common API like OpenGL or DirectX. Or do all modern consoles use some form of OpenGL or DirectX?
I guess what I'm getting at, if is they're already using a PC API and a PC architecture(x86-64), what other major hurdles could their possibly then be there to prevent developers from porting to the PC? OS and different kernels, I would imagine. Consoles have a very specialized OS that isn't typically very common.
As it turns out, it sounds like what Sony uses is a Unix-like FreeBSD variant. Most non-Windows operating systems are. Unix-like, that is. I hardly hear of any non-Windows OS that isn't considered "Unix-like" in some way. Which also probably doesn't tell me much, either.
But at this point it shouldn't be so difficult to develop for the PC. And that's something I'm excited about. Because one of the biggest things getting in between me and having my PC my only go to device for games is the lack of games that are console exclusives. Most of my favourite games of all time fall under that.
So this is very interesting to me as I wasn't aware that the PlayStation 3 even used OpenGL. I had figured it was some console exclusive esoteric API. That means I can place some fair certainty that pretty much all the consoles this generation are practically PCs, whether Unix like or Windows like. It ignites my imagination and wonder.
Tessellation can straight up replace parallax mapping. Both uses some sort of height maps but tesellation can actually create the geometry implied by a height map.Whatever happened to parallax mapping? It was played up as a big thing a few years ago and then barely ever used.
To be entirely clear modern PlayStation consoles use Sony's LibGCM, not bog standard OpenGL.
But the XBOX 360 was on power architecture.
If I'm not mistaken, the major hurdle for many companies not wanting to port to the PC, Bandai Namco for instance. Is satisfying two things, architecture like x86 and a PC common API like OpenGL or DirectX. Or do all modern consoles use some form of OpenGL or DirectX?
I guess what I'm getting at, if is they're already using a PC API and a PC architecture(x86-64), what other major hurdles could their possibly then be there to prevent developers from porting to the PC? OS and different kernels, I would imagine. Consoles have a very specialized OS that isn't typically very common.
As it turns out, it sounds like what Sony uses is a Unix-like FreeBSD variant. Most non-Windows operating systems are. Unix-like, that is. I hardly hear of any non-Windows OS that isn't considered "Unix-like" in some way. Which also probably doesn't tell me much, either.
But at this point it shouldn't be so difficult to develop for the PC. And that's something I'm excited about. Because one of the biggest things getting in between me and having my PC my only go to device for games is the lack of games that are console exclusives. Most of my favourite games of all time fall under that.
So this is very interesting to me as I wasn't aware that the PlayStation 3 even used OpenGL. I had figured it was some console exclusive esoteric API. That means I can place some fair certainty that pretty much all the consoles this generation are practically PCs, whether Unix like or Windows like. It ignites my imagination and wonder.
Don't quote me on this, but I think Shinen said in a recent interview that their next WiiU game will be using tessellation. If the WiiU's GPU supports it, then rest assured the other next generation consoles do too.
It is things like this which I am hearing all of the time, on around a weekly basis lately, that makes me regret ever building a gaming PC. I built it for Final Fantasy XIV, a Japanese game, but still.No. It's already pretty easy to port your games from 360 to PC. The main thing stopping them from doing so is that they don't understand that market or actually give a shit in the first place. PC is a niche platform in Japan, so it's the equivalent of western publishers supporting the Wii U or something.
According to that video uploader they're pretty much the same.