When it stops.
I was hoping he might actually start talking more about specific implementation.
When it stops.
I sure there is more Smartphones & tablets in homes then there are Wii U's
ugh, when does this presentation get out of the "rendering 101" portion?
They talk about the implementation probably 15 mins or so in, and far more in depth 35 mins or so in
Actually, Rip mapping is the one that solves the problem with stretched textures. (using 4x the memory when compared to original memory.)Anisotropic filtering solves the problem by (in effect) including "stretched" textures into our mip maps. Look back at the image that contains both the stripes and scaled-down grey texture. Notice the missing stuff on the upper right and lower left? We can put additional, and very useful, scaled textures there.
Yeah. I tried to clarify that by using terms like "in effect."Actually, Rip mapping is the one that solves the problem with stretched textures.
Anisotropic filtering adds samples into the sample area to get proper information from normal mipmaps. (thus mipmaps still require only additional 0.33% of memory.)
Performance hit for 16x is ~7% with 7970, so it certainly is there.Lack of AF does hurt IQ a lot, 2003 hardware could get useable 16X AF and hardware from 2005 like the 7800 had no problems with it at all performance wise (at least with games from around the same time).
Agreed.Yeah. I tried to clarify that by using terms like "in effect."
I'd argue that rip mapping is itself sort of a form of AF, even if it's not what modern GPUs implement in hardware; it's an additional mechanism in the texture filtering process meant to deal with the exact same problems caused by anisotropic effects. You could even argue that the mechanism is almost the same, as using ripmaps is basically just precomputing a set of AF sampling results.
Um guys . . . I may be hella late on this, but I need to know . . .
Where is this from? It looks like Helghast version on the scenario from the demo
Um guys . . . I may be hella late on this, but I need to know . . .
Where is this from? It looks like Helghast version on the scenario from the demo
Um guys . . . I may be hella late on this, but I need to know . . .
Where is this from? It looks like Helghast version on the scenario from the demo
It's just concept artwork by Guerilla. It was posted in the announcement thread a while back.
And if you're thinking we might get to play the Helghast in the campaign, the unfortunate answer is no
Um guys . . . I may be hella late on this, but I need to know . . .
Where is this from? It looks like Helghast version on the scenario from the demo
^OOOohh, thanks!
So maybe we will get the Helghast perspective this time around. Interesting.
^OOOohh, thanks!
So maybe we will get the Helghast perspective this time around. Interesting.
Helghast single player campaign confirmed
What if that wall divides one big play area for the sp and you can choose which side you want to play on. Unlikely but what if...
At 1 hour 9 minutes they show the extent of the real time raytracing, runs at 1/2 resolution, distance based samples. But it does seem like a significant step forwards in raytracing in games...
The game CAN have multiple reflection bounces (but it sounds like it has to be specified), so not just raycasting but TRUE raytracing.
Um guys . . . I may be hella late on this, but I need to know . . .
Where is this from? It looks like Helghast version on the scenario from the demo
At 1 hour 9 minutes they show the extent of the real time raytracing, runs at 1/2 resolution, distance based samples. But it does seem like a significant step forwards in raytracing in games...
The game CAN have multiple reflection bounces (but it sounds like it has to be specified), so not just raycasting but TRUE raytracing.
One day, one day...bubble burst
So why are the reflections on the big buildings all faked?
So why are the reflections on the big buildings all faked?
In case anyone was wondering, 16x AF is confirmed around 1:07:00
Is a bit disingenuous to call it raytraced reflections, SSR has a bunch of flaws that real raytraced reflections do not have.
Yes I do, there is no better place than B3D when you are looking for a good article.
http://www.beyond3d.com/content/articles/118/5
In case anyone was wondering, 16x AF is confirmed around 1:07:00
Just to be clear, he hasnt said 16x AF, but FP16 HDR format.
/cry 16xAF dream shattered a bit.
Oh shit, sorry. I thought he said AF 16 textures. The speakers on my laptop suck and his accent added to the misunderstanding. Thanks for correcting that.Just to be clear, he hasnt said 16x AF, but FP16 HDR format.
Yes, because its using cubemaps, so prebaked reflections, but SSR will be norm next-gen.
---
Oh and in KZ:SF there is nothing about ray bouncing, SSR is working exactly like in other games.
it is disengneous.
And if people are wondering what they mean by inter reflections.. he literally just means that the SSR reflection are done after bounce light is calculated from their GI (whatever way they do GI: it is not mentioned).. and hence reflected light from GI ends up in the reflected images.
It is not actually reflections on reflections.. just the diffuse component from the GI also being in the reflections.
He specifically says they can do reflections on reflections.
it is disengneous.
And if people are wondering what they mean by inter reflections.. he literally just means that the SSR reflection are done after bounce light is calculated from their GI (whatever way they do GI: it is not mentioned).. and hence reflected light from GI ends up in the reflected images.
It is not actually reflections on reflections.. just the diffuse component from the GI also being in the reflections.
Cubemaps reflecting all the environment including track detail, tunnels , etc?
Ignore the comparison, just the first pic i found:
http://www.abload.de/img/fm4gt5aezpy.jpg
Just to be clear, he hasnt said 16x AF, but FP16 HDR format.
Why the fuck isn't 16xAF standard on all console games?
The effect on IQ is HUGE and I have been forcing it for well over a decade on every PC game ever and it has NEVER affected my framerate negatively.
The reflect whatever is backed into the Cubemaps. Most of the time they are made in production if im not mistaken and not updated in realtime. You can see that back in the slides talking about you see red/pinkish colored box lines in the scene where they place Cubemaps.
Why the fuck isn't 16xAF standard on all console games?
The effect on IQ is HUGE and I have been forcing it for well over a decade on every PC game ever and it has NEVER affected my framerate negatively.
I want to see the reflection of my car as I drive up behind another car in GT6/Forza5 etc
Why the fuck isn't 16xAF standard on all console games?
16xAF is almost free on hardware that will ne in future consoles.
Now AA on other hand.... yeah there will be games that still will have problems with AA and fucking tearing.
Hmmm, I don't find much of a difference between 16xAF and 8xAF on the PC games I have played...
Hmmm, I don't find much of a difference between 16xAF and 8xAF on the PC games I have played...
yes, I think this is the part he was referring to when he said he couldn't go into much detail about it now.