Graphics coder here. Tessellation let's us break up a mesh into a more complex mesh for use in something like displacement mapping. The question is how much we breakup the mesh. Adaptive tessellation let's us break up the mesh using dynamic factors such as distance, occlusion, and size.
Tessellation wasn't originally supported on the PS3 so it's likely they're doing this as an SPE job. PS4 has tessellation support from the get go.
That's cool and all but it'll probably run at like 540p if it's on PS3 only
No - tesselation is creating new polygons from existing ones - regardless of the size or position of objects on the screen.
It's one of the things SPEs pretty much excel at (as did PS2 VUs for that matter).
Graphics coder here. Tessellation let's us break up a mesh into a more complex mesh for use in something like displacement mapping. The question is how much we breakup the mesh. Adaptive tessellation let's us break up the mesh using dynamic factors such as distance, occlusion, and size.
Tessellation wasn't originally supported on the PS3 so it's likely they're doing this as an SPE job. PS4 has tessellation support from the get go.
The difference between this and the traditional way of doing LODs is memory. With traditional LODs, you need to store a separate mesh for each model's level of detail. With adaptive tessellation, you can potentially just store a base model and let the tessellation shaders handle how many primitives are produced.
I believe OP does know nothing about "adaptive tessellation" as the technique which is (a)essentially computing an indicator or potential function to adaptively coarsen/refine mesh for the objective functional(lighting, fluid, elastic deformation), or (b)performing mesh refining automatically where the mean curvature is large.
What you posted are just meshes with different LODs. They seem to have nothing to do with adaptive tessellation that is widely used in the scientific community to solve the electromagnetic wave propagation numerical simulation problem (for e.g. ray tracing).
standar cars confirmed ?
There was a pic of a countach in one the threads.... will go looking...
Edit: cant find it :S it used to be standard but now its been spruced up.
here :
look at the trunk under wing at the end of gif. Self shadows are simply much much much smoother than they were in GT5 (low res and hard)
they fixed them
http://gematsu.com/gallery/gran-turismo-6/may-15-2013/Gran-Turismo-6_2013_05-15-13_017.jpg.php
Going by the pics in the gallery, this just looks precalculated models at various resolutions, which GT5 did not have. (It snapped between full detail and cardboard box car)
Needs more evidence/receipts.Shaders are definitely worse in GT 6.
Well there's only 7 new tracks, what else have they been doing for 3 years...
/troll
I didnt write that there are no self-shadowing, but that it lacks them in many instances.
===
Shaders are definitely worse in GT 6.
Needs more evidence/receipts.
Can someone explain what adaptive tesselation does?
Compare shots we have with thread
http://www.neogaf.com/forum/showthread.php?t=413235&page=63
Shaders look more similar to Forza, than GT 5.
Needs more evidence/receipts.
rehost the image
Shadows fixed?
The lighting style, based on the shots we've seen, definitely looks more in line with the Forza-style "glamour shots" ideal rather than the "realistic" style a lot of the community emphasizes.
This is up there with the best GT5 photos I've seen, possibly better.
tesselation at this point is just one of those buzz words that people associate with awesome when results are always garbage.
LoD transitions in GT5 were already good and imperceivable. However if they are going to even scale up to the highest LoD model ingame then it would be a good thing.
LoD transitions in GT5 were already good and imperceivable.
Also tons of shadows missing on tracks. They had to cut somewhere ;\
GT 5
http://farm9.staticflickr.com/8172/7902781802_1deb345b66_b.jpg
http://www.virtualr.net/wp-content/gallery/2387/gran-turismo-5-top-gear-test-track-5.jpeg
http://gamingbolt.com/wp-content/uploads/2012/05/Round_5_Suzuka_Circuit.jpg
http://www.gtpla.net/wp-content/uploads/2010/06/gran-turismo-5-e3-2010-screenshots-2-53.jpg
http://www.mivgo.com/wp-content/gallery/gt5/gran-turismo-5-i.jpg
GT 6
http://images.gamersyde.com/image_gran_turismo_6-22073-2717_0067.jpg
http://images.gamersyde.com/image_gran_turismo_6-22073-2717_0065.jpg
http://images.gamersyde.com/image_gran_turismo_6-22073-2717_0040.jpg
I wonder what sacrifices they are making to get this in?
So lod is something to write home about now?
Fuck get some glasses dude. They are extremely noticeable.
Fuck get some glasses dude. They are extremely noticeable.
Fuck get some glasses dude. They are extremely noticeable.
The difference between this and the traditional way of doing LODs is memory. With traditional LODs, you need to store a separate mesh for each model's level of detail. With adaptive tessellation, you can potentially just store a base model and let the tessellation shaders handle how many primitives are produced.
This isn't different lod model switches. GT5 already had those.
Didn't Ridge Racer 4 hit around the same time as GT2? They serve completely different niches. I would imagine Driveclub would be the "arcade" racer for PS4, while GT would be the simulation racer.
Also tons of shadows missing on tracks. They had to cut somewhere ;\
GT 5
http://farm9.staticflickr.com/8172/7902781802_1deb345b66_b.jpg
http://www.virtualr.net/wp-content/gallery/2387/gran-turismo-5-top-gear-test-track-5.jpeg
http://gamingbolt.com/wp-content/uploads/2012/05/Round_5_Suzuka_Circuit.jpg
http://www.gtpla.net/wp-content/uploads/2010/06/gran-turismo-5-e3-2010-screenshots-2-53.jpg
http://www.mivgo.com/wp-content/gallery/gt5/gran-turismo-5-i.jpg
GT 6
http://images.gamersyde.com/image_gran_turismo_6-22073-2717_0067.jpg
http://images.gamersyde.com/image_gran_turismo_6-22073-2717_0065.jpg
http://images.gamersyde.com/image_gran_turismo_6-22073-2717_0040.jpg
It's interesting, because Xbox has a tessellation unit in it's GPU, but it doesn't employ any forms of tessellation in game, (I think it does in replays though, but it 100% does in screenshots), and GT6 does it in game for LOD.
It had a single switch to a terrible quality model.
The cars look next gen for sure, the can probably add adaptive tessellation to give them even more detail while still maintaining 60 FPS (it might take PD sometime to research and implement it, they could save it for GT7)
With the tracks, they could add real time cloud shadows, add weather effects, reflections, wind among other things to make them feel next gen.
They can use simple tricks to make the tracks look good:
PD's got this in the bag.
That depend what you mean by sacrifices. Using one model not 4 (lod) is upgrade not sacrifice. They had ton of time to upgrade their engine but they did it from scratch. They increased HDR quality by 50 times (where GT had already terrific HDR) by moving it to SPUs (from presentation).
From my look they upgraded a lot engine
I called it!
I knew GT6 would use Adaptive tessellation, I just had a hunch. I predicted this long time ago on gaf! Someone find my post and confirm it
OH HELL YEA!!!! http://www.neogaf.com/forum/newreply.php?do=newreply&p=55139304 Posted on April 23, 2013