InsertNameHere
Newbie
- Joined
- Sep 21, 2003
- Messages
- 189
- Reaction score
- 0
Umm....who was that directed at?
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: this_feature_currently_requires_accessing_site_using_safari
Are you saying that in a city being destroyed by aliens, the combine, and the resistance there isn't going to be any debris or other objects lying around in the streets?Originally posted by EvilEwok
There are times to use physics and times to use other means. No the hallways arent littered with toilets and barrels for you to pick of and throw like hl2, but physics IS intigrated into gameplay.
Originally posted by EvilEwok
It does in places where it is efficient to do so. Might aswell make the most use of a feature you can, and if you can make a 7000 polie model look as good as a 10,000 polie model, doesnt sound bad to me.
Are you one of those who freaks out when they see a poly edge in a screen shot? It looks fine in motion, because the outline is always in motion. Sure if they increased the poly count there would be less visible edges in screenshots, but in motion you really cant tell so there is no need for extra polies.
And this is different form other games how? No game uses polies for all the detail, they use textures for detail. Look at the buildings of hl2. 90% of them are just boxes with a brick texture, and a window texture.
The difference is that doom3 doesnt look like a box with a texture, it looks like geometry. You cant get all the detail that doom3 has with polies, there would be too many. And it would look shitty to just use a regular texture, because the details arent flat. Normal maps make it look like geometry, so it works.
Originally posted by OCybrManO
"I doubt that normal mapping is going to be abandoned anytime in, let's say the next ten years. Yes you get more detail out of polygonal models built from displacment maps, but you can then use normal mapping techniques over the top of those and add even more detail to a particular scene or object. Human facial features will be massively realistic within the next five years using such a technique."
Ten years is a long time in the gaming scene... enough to go from Labyrinth and Doom to HL2 and Doom3.
In Doom and Labyrinth we had no hardware accelerated video and a total on-screen polycount of a single HL headcrab model (maybe less).
... and that was just basic single-textured polygons and sprites.
Now something as small as a headcrab could have 3000 polygons, a shader, a normal map, a specularity map, and an alpha map.
... and hardware support for displacement maps allows higher polycounts at a fraction of the performance hit.
I can see people totally abandoning normal maps in 10 years and using a single heightmap to calculate the lighting that normal maps handle and the actual displacement.
In ten years, I wouldn't be suprised to see individual character models with polycounts near 1 million (hopefully with a good dynamic LOD system by then)... or even a game with a renderer based on non-polygonal surfaces like NURMS.
Originally posted by PvtRyan
And you're acting like HL2 doesn't use any normal mapping, in fact, a lot of surfaces have normal maps. It uses normal mapping for relief on bricks and walls, used to add detail to objects, not to become objects themselves (or try to become).
NURMS = Non-Uniform Rational MeshSmoothOriginally posted by PvtRyan
NURBS I think you mean, I thought there was one game that actually used something like that. It used mathematical calculations to make curves, it was an RTS I can't remember the name anymore.
But a 1 million poly count will not be necessary, 50.000 with normal mapping, a single 3072x3072 texture with bump, specular and alpha channel should do the trick
Maybe some subsurface scattering to make nice skinshaders :cheers:
Originally posted by Lavrik
Sonys technology is old news for the PC
Originally posted by InsertNameHere
Seriously, look at the progress in ten years, from Doom to Doom 3. It's amazing, imagine where we'll be in 2014...
Originally posted by Syphoon!!
I'm not so sure... Photon simulated rendering in a FPS?...
Perhaps when we get to the GeForce 12..
Originally posted by Unnamed_Player
Doesn't Sony have some NURBS hardware in the PS2? I thought they were big on that technology.
On the sound front, I am totally thrilled that Doom 3 is going to have 5.1 sound.
Originally posted by MooCow
Eventually there will be real time global illumination in games it's just a question of when. To produce something of say current movie CG standards in real time would take a decrease in rendering time of about 10,000 fold (from 500sec per frame to about 0.05sec per frame).
Assuming that rendering time decreases linearly with processor speed that's a 10,000 time faster processor. Going by the law that processor speed doubles roughly once every 18 months that means we will have to wait...... 20yrs a fair while but not that long.
(2^13=10000ish, 13 18month cycles is 19.5, near enough 20)
Originally posted by MooCow
Eventually there will be real time global illumination in games it's just a question of when. To produce something of say current movie CG standards in real time would take a decrease in rendering time of about 10,000 fold (from 500sec per frame to about 0.05sec per frame).
Assuming that rendering time decreases linearly with processor speed that's a 10,000 time faster processor. Going by the law that processor speed doubles roughly once every 18 months that means we will have to wait...... 20yrs a fair while but not that long.
(2^13=10000ish, 13 18month cycles is 19.5, near enough 20)
Originally posted by Kadayi Polokov
While that theory is true, it is bound by the issue of physical dimension and tolerance. The limits of which are already been speculated upon with Present Chip design (you want to imagine the size of the heatsink on a processor 10000 times faster than your present one?).
Originally posted by Asus
sad...really.
There should be no need for liquid cooling if companys would design smart CPU's instead of inefficient heat producers.
Just think how closer we are to rendering light like this in games with 64bit CPUs.
AMD's roadmaps points to a Athlon 64 4300+ (2.8ghz) by Q4 '04 while Intel's roadmap for Q4 '04 shows Prescott 3.8ghz and Tejas may be pushed back til '05. And both companys have dual cores in mind. I think they stated end of '05?
Ahh 64bit OS/64 programs/64bit CPU 4300+ by next year...yeah that sounds good.