GDC \'05
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03-14-2005, 03:03 PM
Post: #15
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RE: GDC \'05
welp, GDC ended, and to show it they released some high res shots of the terrain/water.
heres a pretty good water one: http://public.garagegames.com/brianr/SSO..._00001.jpg and a terrain/water one: http://public.garagegames.com/brianr/SSO..._00006.jpg heres are some spiffy things to be said about this stuff: Quoted from Ben Garney: \"Hey guys. Quick rundown on the TSE terrain tech: - Supports paging of large areas, limited only by your HD size. - Supports very large textures stretches over the terrain. Right now the largest supported is 64k by 64k (the max size of a JPEG), but that limit will be raised. - Fogging and detail maps. - Very fast rendering (the raw tech can run on even a gf2 in a laptop at >60 fps, although naturally the shaderized version requires a GF3 or higher). - Can have arbitrary geometry as part of the terrain for no extra cost. (Although there\'s only one texture for the terrain, so you can\'t really do arbitrary modelling.) - Very cheap on CPU, about 2% of frametime. - Supports very high view distances, in fact, much higher than the hardware does. We ran this demo at about 4km view distance. I frequently run at 12km, but the Z-buffer on most cards isn\'t high enough to give reliable results at the scale. - Always has smooth transitions (morph is enforced as new LODs page in). As for the tools that go with it, well, I\'ll talk about those when they\'re a bit more mature. The whole design goal with the TSE terrain and water was to make some stuff that doesn\'t suck, and I think we\'ve acheived that goal. That said, I didn\'t see much of anything out there on the GDC floor that was better looking, and plenty of stuff that looked a lot worse.\" and again: \"Actually, the apparent texture density in that case would be something like 32-64 texels/meter due to detail maps. I have some thoughts that might be able to bump that up to 128-256, but we\'ll see how those go.\" and one more time: \"The new terrain will look as good or better close up than the old. The old terrain is, if I recall correctly, 8tx/meter. There is a detail map which adds some detail, too. The new stuff will have as high or higher of a basic texture density, and probably better detail mapping too.\" and here\'s his .plan: http://www.garagegames.com/blogs/8863/7328 So, as we all can see: TSE owns. Hardcore. TSE owns freaking hardcore. i cant wait to start playing with this stuff |
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Messages In This Thread |
RE: GDC \'05 - Villemus - 03-08-2005, 01:02 PM
RE: GDC \'05 - Reno - 03-08-2005, 01:06 PM
RE: GDC \'05 - Villemus - 03-08-2005, 01:14 PM
RE: GDC \'05 - andius - 03-08-2005, 04:56 PM
RE: GDC \'05 - Jonathan - 03-09-2005, 04:31 AM
RE: RE: GDC \'05 - Villemus - 03-09-2005, 09:10 AM
RE: RE: RE: GDC \'05 - djs - 03-10-2005, 10:18 PM
RE: GDC \'05 - tomcat ha - 03-09-2005, 05:27 AM
RE: GDC \'05 - Albert Wesker - 03-09-2005, 05:36 AM
RE: GDC \'05 - Sober - 03-09-2005, 01:27 PM
RE: GDC \'05 - Reno - 03-09-2005, 02:26 PM
RE: GDC \'05 - Reno - 03-10-2005, 01:58 PM
RE: GDC \'05 - andius - 03-10-2005, 05:06 PM
RE: GDC \'05 - Reno - 03-14-2005 03:03 PM
RE: GDC \'05 - The_Punisher - 03-14-2005, 03:07 PM
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