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Project Cars Wii U Features Particle Shadows - Multi Threaded Shadowing


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#1 NintendoReport

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Posted 07 October 2013 - 04:23 AM

http://www.cinemable...wing-59659.html

 

 

 

We find out some neat details, such as the system making use of multi-threaded shadow renders, which means that the shadows will render quickly and in a high quality on Nintendo's system. There's also a mention of increased thread priorities, the HUD being optimized, along with being able to rotate HUD objects (which seems to hint at using the GamePad to potentially change their orientation). 

 

 


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#2 GAMER1984

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Posted 07 October 2013 - 04:33 AM

sounds good but we are tired of quotes and stuff... gameplay means everything. the same things goes for Ubisoft and ACIV/Watchdogs.



#3 3Dude

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Posted 07 October 2013 - 04:39 AM

The actual build logs for wii u:
WiiU:
* WiiU Thread Setup for RVM/Envmap and
Phase3 rendering
* WiiU – tweaked Gamma down again
* HUD Mirror rendering optimised for WiiU –
uses it own aliased targets for phase1/2/3,
removing a texture copy. Increased Mirror
resolution + all in MEM1
* WiiU Increased thread priority for
RenderThreads

WiiU:
* WiiU – various command buffer call state fixes
+ redundant sampler setting caching
* WiiU warning fix (CarPreviewObject)
* Rain lighting corrected – ambient-and-shadow
buffer alias created for particles shadowing

* WiiU shader parameter setting optimisations
* Support for rendercontext SlopeScale bias
(polygon offset in GX2 speak) : fixes shadow z-
fighting/motherships

WiiU:
* WiiU – enabled multi-threaded shadow
rendering
* Fix Ambient Shadow MAX_THREADS. WIP RVM
multi-threading
* WiiU. DisplayLists are now double buffered –
fixes crash in release when using threaded
rendering

WiiU:
* WiiU 0 switch over to Raw Vertex Ptr method
for particle systems
* WiiU – support for Raw Vertex/Index Buffers
(accelerates particle rendering, also fixes the
track worn racing line)
* WiiU – adjust Gamma down a little (Ged
mentioned things look a little washed out)
* Fix broken WiiU compilation after recent Gui
refactor
* CHUD – fix KickOffRendering sequence around
Phase3/landscape and forward rendering

banner1_zpsb47e46d2.png

 


#4 NintendoReport

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Posted 07 October 2013 - 04:41 AM

The actual build logs for wii u:
WiiU:
* WiiU Thread Setup for RVM/Envmap and
Phase3 rendering
* WiiU – tweaked Gamma down again
* HUD Mirror rendering optimised for WiiU –
uses it own aliased targets for phase1/2/3,
removing a texture copy. Increased Mirror
resolution + all in MEM1
* WiiU Increased thread priority for
RenderThreads

WiiU:
* WiiU – various command buffer call state fixes
+ redundant sampler setting caching
* WiiU warning fix (CarPreviewObject)
* Rain lighting corrected – ambient-and-shadow
buffer alias created for particles shadowing

* WiiU shader parameter setting optimisations
* Support for rendercontext SlopeScale bias
(polygon offset in GX2 speak) : fixes shadow z-
fighting/motherships

WiiU:
* WiiU – enabled multi-threaded shadow
rendering
* Fix Ambient Shadow MAX_THREADS. WIP RVM
multi-threading
* WiiU. DisplayLists are now double buffered –
fixes crash in release when using threaded
rendering

WiiU:
* WiiU 0 switch over to Raw Vertex Ptr method
for particle systems
* WiiU – support for Raw Vertex/Index Buffers
(accelerates particle rendering, also fixes the
track worn racing line)
* WiiU – adjust Gamma down a little (Ged
mentioned things look a little washed out)
* Fix broken WiiU compilation after recent Gui
refactor
* CHUD – fix KickOffRendering sequence around
Phase3/landscape and forward rendering

 

in laymans terms? how's it looking?  :laugh:


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#5 GAMER1984

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Posted 07 October 2013 - 04:43 AM

The actual build logs for wii u:
WiiU:
* WiiU Thread Setup for RVM/Envmap and
Phase3 rendering
* WiiU – tweaked Gamma down again
* HUD Mirror rendering optimised for WiiU –
uses it own aliased targets for phase1/2/3,
removing a texture copy. Increased Mirror
resolution + all in MEM1
* WiiU Increased thread priority for
RenderThreads

WiiU:
* WiiU – various command buffer call state fixes
+ redundant sampler setting caching
* WiiU warning fix (CarPreviewObject)
* Rain lighting corrected – ambient-and-shadow
buffer alias created for particles shadowing

* WiiU shader parameter setting optimisations
* Support for rendercontext SlopeScale bias
(polygon offset in GX2 speak) : fixes shadow z-
fighting/motherships

WiiU:
* WiiU – enabled multi-threaded shadow
rendering
* Fix Ambient Shadow MAX_THREADS. WIP RVM
multi-threading
* WiiU. DisplayLists are now double buffered –
fixes crash in release when using threaded
rendering

WiiU:
* WiiU 0 switch over to Raw Vertex Ptr method
for particle systems
* WiiU – support for Raw Vertex/Index Buffers
(accelerates particle rendering, also fixes the
track worn racing line)
* WiiU – adjust Gamma down a little (Ged
mentioned things look a little washed out)
* Fix broken WiiU compilation after recent Gui
refactor
* CHUD – fix KickOffRendering sequence around
Phase3/landscape and forward rendering

 

exactly what is this saying to the not tech people. i understand some but not all... and can we confirm its running on ONE core? GOD DAMN what kinda little beast did nintendo create. i have been saying gamecube 2 from the start.



#6 3Dude

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Posted 07 October 2013 - 05:38 AM

exactly what is this saying to the not tech people. i understand some but not all... and can we confirm its running on ONE core? GOD DAMN what kinda little beast did nintendo create. i have been saying gamecube 2 from the start.


No, its not running.on one core, this nintendo enthusiest place is becoming increasingly noticable as a spreader of misinformation.

At one point, many many months ago, it WAS running on one core, as the devs didnt know the cpu didnt auto time slice threads (espresso only has 1 hardware thread per core).

That means, before they assigned thread priorities, only core 1 was doing anything, while the others idled. As of the fix nintendo enthusiest erroneously claims as proof the game is only running on 1 cpu core, the game has been running multicore.

I restored this thread because I suspect its deletion was an accident, and the thread that was meant to be deleted was the one of the same name I previously locked for being a double post... If not, my bad.

banner1_zpsb47e46d2.png

 


#7 meitantei_conan

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Posted 07 October 2013 - 06:59 AM

Good news! I'm not the type of person to play realistic racers but I might pick this up when it comes out. of course all the major news outlets will skip over this news. then next week when some dumb 3rd party says " its last gen hurp derp" its everywhere!   


Edited by meitantei_conan, 07 October 2013 - 06:59 AM.


#8 Nollog

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Posted 07 October 2013 - 07:12 AM

exactly what is this saying to the not tech people. i understand some but not all... and can we confirm its running on ONE core? GOD DAMN what kinda little beast did nintendo create. i have been saying gamecube 2 from the start.

No, they were one of the people(confirming what i think shin'en yapped about before them) who let us know about most games only using 1 core by saying in their changelogs that they were able to use multiple cores now.

 

I'd also like some real gameplay footage, over someones shoulder so we can be sure it's real, unlike all those bullshots they released a year ago.


Edited by Nollog, 07 October 2013 - 07:14 AM.

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#9 krizzx

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Posted 07 October 2013 - 11:39 AM

I'm guessing that they are far from pushing the max the CPU do to it not auto-delegating tasks, which is good. The games on the Wii U are already showing higher performance than their last gen counterparts, so the results that devs can get from further optimizations are starting to look promising.

 

I was initially expecting Project CARS to just be another unoptimized port. I'm keeping my eyes peeled now.


Edited by krizzx, 07 October 2013 - 11:40 AM.


#10 Grooseland

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Posted 07 October 2013 - 12:31 PM

So the Wii U version is like the PC version in 720P? if so...

 

yay_gif-3921.jpg



#11 krizzx

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Posted 07 October 2013 - 12:47 PM

So the Wii U version is like the PC version in 720P? if so...

 

 

It would be nice if true. There was one photo released of the Wii U version months ago by an insider. It did not look pretty. Of course, they have clearly made substantial imporvements since then according to the changelogs.

 

Would be nice if they would show some console version footage.



#12 Grooseland

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Posted 07 October 2013 - 12:49 PM

It would be nice if true. There was one photo released of the Wii U version months ago by an insider. It did not look pretty. Of course, they have clearly made substantial imporvements since then according to the changelogs.

 

Would be nice if they would show some console version footage.

 

There are no official screenshots or videos of the Wii U version? What is this leaked photo? can you post it?  :)



#13 krizzx

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Posted 07 October 2013 - 12:51 PM

There are no official screenshots or videos of the Wii U version? What is this leaked photo? can you post it?  :)

If its still up. Don't know why you would want to see it though. It was very basic. It was an orange car with some pretty basic shininess.



#14 Grooseland

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Posted 07 October 2013 - 12:55 PM

If its still up. Don't know why you would want to see it though. It was very basic. It was an orange car with some pretty basic shininess.

 

I haven't seen a photo of the Wii U version... that's why. 

 

 

Edit:

 

Quick Google search and nothing... There are a lot of orange cars though, don't know which one is...


Edited by Grooseland, 07 October 2013 - 12:57 PM.


#15 meitantei_conan

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Posted 07 October 2013 - 12:55 PM

 

yay_gif-3921.jpg

 

LOL made my day! XD



#16 krizzx

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Posted 08 October 2013 - 04:55 PM

There is a line in th is that has me confused.
 

 

 

* Support for rendercontext SlopeScale bias
(polygon offset in GX2 speak) : fixes shadow z-
fighting/motherships

 

 

Can anyone make head's or tales of this?



#17 3Dude

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Posted 08 October 2013 - 05:00 PM

There is a line in th is that has me confused.
 
Can anyone make head's or tales of this?


Its a solution for problems that arise when rendering coplaner primitives.

particularly, ugly little artifacts you may know as stitching, bleeding, or Z fighting.

http://upload.wikime.../Z-fighting.png
Its just a jaxxed up name for polygon offset, which takes care of the ugly.

banner1_zpsb47e46d2.png

 


#18 krizzx

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Posted 09 October 2013 - 04:08 AM

Its a solution for problems that arise when rendering coplaner primitives.

particularly, ugly little artifacts you may know as stitching, bleeding, or Z fighting.

http://upload.wikime.../Z-fighting.png
Its just a jaxxed up name for polygon offset, which takes care of the ugly.

Ah, thanks. The fighting mothership thing through me off.

 


Edited by krizzx, 09 October 2013 - 04:08 AM.


#19 Thrash13

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Posted 09 October 2013 - 06:02 AM

I'm just ready to see some specific Wii U vids and screens for this game.  The developers seem to be very willing to support the Wii U and make this game the "Forza" of the system.  It looks great so far, but I want to see some specific Wii U stuff.  If it ends up being as good as it sounds, I'll definitely get it next year.  I just hope a lot more people get it as well.  It could really be one of the big titles for the system in the near future.



#20 Aplg8

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Posted 09 October 2013 - 07:04 AM

My expectation

 

untitled-1.png


Edited by Aplg8, 09 October 2013 - 07:06 AM.





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