GribbleGrunger
Dreams in Digital
10 - 100 times seems a large margin. Can anyone explain why?
Easer fetching of textures. Instead of requesting full texture, engine can requrest only parts that it needs [that are visible].
People DO understand that Microsoft has some of the smartest graphics programmers IN THE WORLD. They CREATED DirectX, the standard APIs that everyone programs against. So while people laude Sony for their HW skills, do you really think they dont know how to build a system optimized for maximizing graphics for programmers? Seriously?I don't want to drag this off-topic, but MS should really set up something like the ICE Team. So far as I know they don't have anything like it, and this generation they need it more than ever.
At this point it's just a semantics argument of existence of resources vs organization. I've acknowledged they're not co-located. Don't know what else I can say.
I don't know, but ICE Team work only on Sony's PlayStation hardware, and as you said, the D3D team are building a high-level API, not low-level, hardware-specific tools.
Whatever the D3D team do, obviously the result isn't as pronounced, there's Halo 4, standing head and shoulders above anything else MS put out graphically, where as Sony had GG, SSM and ND constantly nipping at each others toes.
Sure the Sony ICE team sounds great... But where do they stack up against MS's cadre of technical fellows?
Weird. AF is such a bizarre thing to skimp on, especially when the Xbox One versions of some of those games had it.
with all these acroynmys flying around, does AF stand for Anisotropic Filtering? Auto Fetch? Air Force? Abercrombie & Fitch?
I highly doubt ICE team teaches studios how to implement some stuff in ASM. Most likely, they work on the libraries that can be used by other studios.
Also the D3D team is writing low-level stuff. They wrap it up nicely in to high-level API so other devs can use the work they've done.
I think Beyond is the best looking PS3 game, but it also came out later, and Heavy Rain wasn't so hot, so I don't see them as being part of the constant one upmanship.QD am cry.
The person responsible for Halo 4 looking good technically also left MS for Sony too.
They lost arguably the best person to head such a team to ICE (Corrine). They do have their D3D team of course, though. They also have a team responsible for the SDK on the XB1. So I'd say they have equivalent resources, just not in a unified team.
10 - 100 times seems a large margin. Can anyone explain why?
I don't know, but ICE Team work only on Sony's PlayStation hardware, and as you said, the D3D team are building a high-level API, not low-level, hardware-specific tools.
I don't know, but Ice-T work only on Sony's PlayStation hardware, and as you said, the D3D team are building a high-level API, not low-level, hardware-specific tools.
She wasn't responsible for Halo 4 looking good technically. She was a tools person.QD am cry.
The person responsible for Halo 4 looking good technically also left MS for Sony too.
with all these acronyms flying around,what does AF stand for Anisotropic Filtering? Auto Fetch? Air Force? Abercrombie & Fitch?
No. You are probably referring to tiled resources, but that is not what is meant here. That has nothing to do with the CPU. The author's article got it wrong.
Surface tiling most probably refers here to the subdivision of geometric objects into smaller geometric objects.
"Tiling" is generally a term that easily leads to confusion since it refers to very different things in different contexts. Another common confusion is the equivocation of tiled-based rendering with tiled resources.
Bad/average first implementation?
Then a fine tuned ASM implementation with SIMD there is your gain.
She was. Outside of being the engine architect, which means she played a key role in determining engine performance, and in turn, viable poly-counts, texture resolutions, light map detail, etc, she also did extensive work on the lighting and animation tool sets.She wasn't responsible for Halo 4 looking good technically. She was a tools person.
She wasn't responsible for Halo 4 looking good technically. She was a tools person.
I think Beyond is the best looking PS3 game, but it also came out later, and Heavy Rain wasn't so hot, so I don't see them as being part of the constant one upmanship.
She was not the engine architect. Dave Berger was.She was. Outside of being the engine architect, which means she played a key role in determining engine performance, and in turn, viable poly-counts, texture resolutions, light map detail, etc, she also did extensive work on the lighting and animation tool sets.
Oh! Well. Thanks for clearing that up. So when is surface tiling used in-game?
Apparently although her title was principal engine architect she actually only worked on tools. Frankie cleared it up a while back.
PS4 is a beast.
Apparently although her title was principal engine architect she actually only worked on tools. Frankie cleared it up a while back.
Tightening up the graphics in level three.Every thread....
I have no clue what this means or if it will do anything. What is Tiling used for exactly?
Tools is still a huge deal and makes her an even bigger catch for the ICE team since that supplies tools to all devs. She won't just improve first party games, her work will improve PS4 development as a whole.
Dynamic tessellation of 3D meshes into triangles, for instance.
Was this after she left?Apparently although her title was principal engine architect she actually only worked on tools. Frankie cleared it up a while back.
Tiling refers to how texels in a mip plane are not organized linearly but instead in blocks; linear layout of memory would have incredibly poor coherence when sampling if that were the case. Some tiling modes are considered more efficient for rendering vs sampling, which impacts decisions for layouts for eg shadow map targets which are used in both manner.
It's fairly rare/unusal to be updating textures at run-time on the CPU outside of small volume textures for low-resolution lighting or post-process color look-up tables. Thus this isn't a terribly interesting advancement per se. That said Cort is an awesome guy.
I'm confident that this could change with their next game. They hired some rather talented people for their PS4 project from all over the world. Kara and Dark Sorcerer also looked pretty dope. So 3/5 I guess (Casting and HR only decent looking at the time and now rather mediocre). Since 2012 they have been constantly one upping themselves and others I think. Should be a good gen. Unfortunately SSM will join in much later this time, since they just lost one game.I think Beyond is the best looking PS3 game, but it also came out later, and Heavy Rain wasn't so hot, so I don't see them as being part of the constant one upmanship.
Dynamic tessellation of 3D meshes into triangles, for instance.
Why would they use CPU for that?
And in what sense would 'detiling' make sense?
I'm going with the swizzle/unswizzle as suggested earlier, but not sure why he wouldn't just call it that.
So Goku finally stepped out of his 10x gravity training room.
Like.. God of War II to III?Unfortunately SSM will join in much later this time
I see a face in the cookie stack.
we all do!
I was under the impression it was about textures tiling and detilling.
I'm going with the swizzle/unswizzle as suggested earlier, but not sure why he wouldn't just call it that.
Do we even know if she works at ICE? I thought it was for ND directly for their own games.Tools is still a huge deal and makes her an even bigger catch for the ICE team since that supplies tools to all devs. She won't just improve first party games, her work will improve PS4 development as a whole.
No doubt, we already have RaD throwing their hat in the ring. It's going to be a generation of wild escalation I imagine.I'm confident that this could change with their next game. They hired some rather talented people for their PS4 project from all over the world. Kara and Dark Sorcerer also looked pretty dope. So 3/5 I guess (Casting and HR only decent looking at the time and now rather mediocre). Since 2012 they have been constantly one upping themselves and others I think. Should be a good gen. Unfortunately SSM will join in much later this time, since they just lost one game.
Are you familiar with 'blast processing'? It's a lot like that but with several key differences.Every thread....
I have no clue what this means or if it will do anything. What is Tiling used for exactly?
Do we even know if she works at ICE? I thought it was for ND directly for their own games.
Do we even know if she works at ICE? I thought it was for ND directly for their own games.
Haha. Well, much later than they could have this time around is probably the correct way of saying itLike.. God of War II to III?
Yeah, likely. At least according to LinkedIn it looks like most of them are quite clearly either in ICE at ND or just ND. I think Corinne is just ND. We will see with Uncharted, because ICE most of the time has their own credits section completely separate from ND.ICE is housed at ND and does all the tool work. She may jump between that and some of the internal engine functions there but I'd be shocked if she wasn't working with them quite a bit.
Anisotropic filtering. It improves the appearance of textures on extended surfaces, especially when they're viewed from a sharp angle.
Dynamic tessellation of 3D meshes into triangles, for instance.
but I thought the PS4 was not going to improve but stay stagnant while the competitors improved
the game media told me so