$niper
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Valve is not going to be using the technology they licensed from INTEL for Team Fortress 2 in Half-Life 2.
Instead of using INTEL's dynamic LOD based architecture, Valve is going to be going with a traditional STATIC LOD system.
Problems which arise from STATIC LOD are:
- Visual "popping" when switching between LOD models
- Increased workload. Instead of just needing to create one model with INTEL's tech, modellers will need to create - according to Valve - 3 to 4 LOD models.
- Your disk space and memory is wasted on multiple static LODs.
For information on INTEL's MRM Technology that was planned for Team Fortress 2: http://www.cdmag.com/articles/018/102/tf2_mmt.html
For Team Fortress 2's Website MRM information: http://games.sierra.com/games/teamfortress/models.html
For INTEL's official MRM Technology website: http://www.intel.com/labs/media/3dsoftware/mrm.htm
This also explains the visual "popping" the rocks have on the Half-Life 2 E3 Dune-Buggy video.
Discuss.
Instead of using INTEL's dynamic LOD based architecture, Valve is going to be going with a traditional STATIC LOD system.
Problems which arise from STATIC LOD are:
- Visual "popping" when switching between LOD models
- Increased workload. Instead of just needing to create one model with INTEL's tech, modellers will need to create - according to Valve - 3 to 4 LOD models.
- Your disk space and memory is wasted on multiple static LODs.
For information on INTEL's MRM Technology that was planned for Team Fortress 2: http://www.cdmag.com/articles/018/102/tf2_mmt.html
For Team Fortress 2's Website MRM information: http://games.sierra.com/games/teamfortress/models.html
For INTEL's official MRM Technology website: http://www.intel.com/labs/media/3dsoftware/mrm.htm
This also explains the visual "popping" the rocks have on the Half-Life 2 E3 Dune-Buggy video.
Discuss.