n++ is an actual game with a Vector graphics engine:
http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/
http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/
Yea, that was my point. It's possible. I don't know how practical though.
I'm not ignoring it it's a solid point so I have nothing else to add or request clarification on. Short of just quoting it and saying ok there's nothing to say. So I don't say anything.
Boy, you crazy!
This is my favourite blog post ever.n++ is an actual game with a Vector graphics engine:
http://blog.us.playstation.com/2014/05/14/n-on-ps4-graphics/
One simple way to combat this problem is to take more than one sample per pixel multi-sample anti-aliasing (MSAA) takes a series of samples inside each pixel, and then averages the results to produce an anti-aliased image.
Unfortunately, even lowly 4x MSAA means drawing the entire scene four times per frame (quadrupling the amount of work) and its nowhere near the quality level we were shooting for.
So anyway, we decided to go crazy and write our own custom vector renderer.
The shapes we want to draw are defined geometrically, and a pixels color is determined by how much of each piece of geometry overlaps it.
This is a huge number of calculations, since it has to be done once for every pixel for every layer (most things in N++ are made of 4-8 layers); this also means generating a lot of geometry each frame of N++ is made of up to 1,703,936 triangles!
The result is immaculately smooth anti-aliasing, which runs at a flawless 60fps/1080p.
As far as we can tell, its equivalent to 256x MSAA!! (or more Shawn insists that its equivalent to 4,294,967,296x MSAA, and I guess he should know since he programmed it, but Shawn is often prone to hyperbole, and so although we actually do agree that theoretically it may be 2^32x MSAA, for the sake of avoiding any possible false advertising, well go with the lower bound. Either way, the point is: it looks amazing.)
Bespoke vector rendering was at the top of our list of priorities for N++, because smooth graphics make the smooth gameplay feel even better. So, were really happy this worked out. Thanks Shawn!
The process for getting the geometry into the game is quite involved: working from our designs (vector shapes made in Illustrator or Flash), Shawn defines each vertex as code.
Thats right N++ has hand-crafted artisanal vector graphics.
thanks for proving my point bb <3
How far are you willing to dance around and twist words in order not to admit your idea is simply unfeasible? It would be prohibitively expensive to develop and it would take a much more powerful machine to render on the fly, all for hypothetical 4k usage. Saying "I don't know how practical" repeatedly after people have repeatedly told you how and why it's not practical at all is extremely rude. It's just a childish way not to concede the point when you have no arguments.
Well, glad we cleared that up.
thanks for proving my point bb <3
vector is UGLY
As someone who has worked with vector art a lot I have no idea what you're talking about.Vector is a pain in the ass to use. Especially for colors.
Boy you wish you had Joey Zeor's talent. I know your ass is just playing, because this is a prime example of a man with beyond exceptional talent. Now my negro Joey is a master of blending colors and creating that subtle 3-D perspective. Find a brother or sister, who can exceed him in all accounts or perspective, color, and finesse.
Edit: I also wish more films would do vector.. it was amazing in Scanner Darkly
Keep in mind that Flash is mostly just a vector tool, so a lot of Flash games used Vector art.
Technically Vector Art is used in a ton of games, just mostly web based games. This is due to a host of factors such as it's less taxing than 3D but still infinitely scalable.
A few of the reasons it's not used in major AAA games is mostly market demand, tool availability, and has a certain "feel" that doesn't work in most art styles, especially more "realistic" ones.
So is it or is not prohibitively taxing on the hardware to render vector graphics? I understand the lack of tools as that was addressed here in a post about it not working with a AAA workflow.
Cheap plug for Psynchrony, my cinematic rhythm action game in development...
Like Raging Spaniard said, the main reason isn't hardware or lack of tools, just efficiency of workflow. Raster art is easier, faster, and gives the artists more control and doing it all as vectors has relatively few major advantages in the high-profile games that do go with 2D visuals.
That's pretty cool so thats some kind of vector rendering engine?
Thanks! Yeah, it's a vector-based animation system for Unity I've been working on for the past several months along with my game.
Like Raging Spaniard said, the main reason isn't hardware or lack of tools, just efficiency of workflow. Raster art is easier, faster, and gives the artists more control, while vectors wind up having relatively few major advantages in the high-profile games that do go with 2D visuals.
So is it or is not prohibitively taxing on the hardware to render vector graphics? I understand the lack of tools as that was addressed here in a post about it not working with a AAA workflow.
Not anymore taxing than a 3D would be (and probably less).
I could be mistaken, but as far as I know there is not a lot of artistic tools and programming libraries readily available for this in regards to games outside of Flash (performant with animation capabilities and a focus on games).
It really just comes primarily down to artistic style. Vector art has a certain look. Some like it, some don't.
Alright, thank you.
Not anymore taxing than a 3D would be (and probably less).
I could be mistaken, but as far as I know there is not a lot of artistic tools and programming libraries readily available for this in regards to games outside of Flash (performant with animation capabilities and a focus on games).
It really just comes primarily down to artistic style. Vector art has a certain look. Some like it, some don't.
Much of JSRF's beautiful texture work could be vector/polygonised, as well as the HUD, effectively future-proofing it.
You'd need very robust LoD scaling for when you're standing one end of a large environment looking across hundreds of polygonised 'textures' though.
Where's this misconception coming from? How could you use polygons to create a circle with infinite accuracy like you can easily do in vector graphics? And graphics cards are tailored to polygonal and bitmap graphics so vector art would have to be rasterized by the CPU first and then buffered into video memory, or the vector data is first loaded into video memory and then a special shader or something like a CUDA program rasterizes it using the graphics card. But neither are really comparable to polygonal art because those are only capable of representing things with a finite amount of triangles.
There's never a guarantee a future version of the game will be rasterised from vector source assets so you want a PC/console-likely-to-be-emulated-in-the-future version with fully scaleable (or as scaleable as possible) graphics.I don't see what you would need that for though if you are producing for a single platform with a locked resolution, it would just waste processing on something that can be prerendered for the game with absolutely zero quality difference.
Where's this misconception coming from? How could you use polygons to create a circle with infinite accuracy like you can easily do in vector graphics? And graphics cards are tailored to polygonal and bitmap graphics so vector art would have to be rasterized by the CPU first and then buffered into video memory, or the vector data is first loaded into video memory and then a special shader or something like a CUDA program rasterizes it using the graphics card. But neither are really comparable to polygonal art because those are only capable of representing things with a finite amount of triangles.
Yes and no.
Most 3D polygonal art is trying to approximate a smooth surface or a surface with otherwise infinite detail -- hence the craze over tessellation when geometry shaders were introduced into Direct X. So in this way, rendering a 3D model is no different than rendering 2D vector art -- you're using spatial points (or...vectors..) to display an approximation of a certain form.
With typical "vector art," there is the additional fact that there are mathematical formulas that specify *exactly* where the added detail would go, if you were to add it. With a hand-crafted 3D model, this becomes a little trickier.
It's not a misconception.
It's true that GPUs are tailed to polygonal and bitmap graphics, but polygonal graphics use most of the same math since polygons really are just vectors.
Also Vector art is solidly in the 2D realm which takes out a whole dimension and extra set of math which makes calculations simpler.
If it's not clear by now, let me point out that polygonal art and vector are are the same thing.
Polygonal art and graphics are simply a SUBSET of vector art and graphics. (...)
I'm not that familiar with tesselation. Do they allow infinite precision? Like, could you define a plane warped like a Bézier curve and have the tesselation approximate its shape at any zoom level?
Also, I was just confused by this notion that vector art would somehow be less taxing when the majority of video hardware is meant for regular 3D polygonal rendering based on approximations of shapes, whereas any vector graphic describe a perfect representation of whatever they're supposed to be: A circle is a collection of triangles arranged around a center (the amount of which might be increased dynamically due to tesselation) while a circle in vector art is a circle.
But polygons are only a subset of vector graphics. I know that literally being a collection of points (which are a collection of scalar values) make them vectors and thus vector graphics. But polygons, like pixels, only approximate the shape the vector art itself describes into a more hardware friendly format. Like I said, you can't have the detail of a vector circle (namely, the point cloud described by x^2 + y^2 -1 = 0) with pixels or polygons. As was pointed out, tesselation does help here, but tesselation only switches approximations on the fly, improving the approximation, but still losing precision.
https://www.youtube.com/watch?v=SvTWjFM5CbU
this an awesome motion comic that Ryan Woodward made. i can easilly see a badass game using this style. All flash.
Excuse me for jumping in here but I think what he is saying is the processors used to draw a 3d polygon should be able to draw a 2d vector graphic since the math is the same just without a 3rd dimension involved.
But the math isn't the same. Polygons can only describe a subset of shapes that vector graphics can by approximating them. They simply are not as expressive.
Vector art with spline paths is more taxing than triangle polygons.
Let's not forget that most vector art have high use of bezier curves Not straight lines.
None of those games use vectors in real time. It's all high resolution 2D images generated from vectors. Castle Crashers does not look much sharper at 1080p, for example.
vector is UGLY
vector is UGLY
But polygons are only a subset of vector graphics. I know that literally being a collection of points (which are a collection of scalar values) make them vectors and thus vector graphics. But polygons, like pixels, only approximate the shape the vector art itself describes into a more hardware friendly format. Like I said, you can't have the detail of a vector circle (namely, the point cloud described by x^2 + y^2 -1 = 0) with pixels or polygons. As was pointed out, tesselation does help here, but tesselation only switches approximations on the fly, improving the approximation, but still losing precision.
? These are contradictory statements.