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Fast Racing Neo uses “4-8k Textures”, to Produce “Hyper real Graphics”, says Shi


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#41 GAMER1984

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Posted 20 November 2013 - 10:49 PM

Yeah, for all we know those 4k textures could be disgusting brown colours that are incredibly uninteresting.

We're all just saying, that based on their track record so far it's a fair chance to look alright :)

 

i know but this is the Wii U. the negativity surrounding the console is always there. Believe me this game is on the Naysayers watch list big time. I just going to keep my expectations in check no matter what they have done in the past. I would rather be blown away than get my expectations sky high beause of their constant Wii U shi%s on last gen statements (yeah i stretched it a little bit but believe me thats what it sounds like to some) and be let down.



#42 BrandedSwordsman

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Posted 20 November 2013 - 11:39 PM

...


Edited by BrandedSwordsman, 20 May 2018 - 01:22 AM.


#43 SoldMyWiiU

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Posted 21 November 2013 - 12:31 AM

You can really tell who the haters are with news like this, lol.

 
 
 
 

I'm a hater because I use logic? Okay then you are a fanboy by said logic.



#44 Waller

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Posted 21 November 2013 - 02:27 AM

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I'm a hater because I use logic? Okay then you are a fanboy by said logic.

 

... I'll just take the logical route and listen to the highly skilled team of developers with a very good track record than the random Internet guy who clearly has zero technical knowledge on hardware or game creation.


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#45 3Dude

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Posted 21 November 2013 - 05:48 AM

I'm a hater because I use logic? Okay then you are a fanboy by said logic.


lmfao. How can you be logical? You have NO CLUE what you are talking about.

A 4k texture using bc1 would be about 10MB. That can easily fit on the edram on the gpu in game, it would be so large that if you zoomed in to the texture so each texel was the size of your 1080p tv's pixel, it would be the size of 4 tv screens. A texture 4k-8k in size would take 8-16 unique average size (512x512) ps360 texture tiles to replace, eating up 8-16x the bandwidth, with 8-16x the reads writes and calls.

Its not just possible, it actually SAVES on resources, its more effecient.

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#46 NintendoReport

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Posted 21 November 2013 - 06:22 AM

lmfao. How can you be logical? You have NO CLUE what you are talking about.

A 4k texture using bc1 would be about 10MB. That can easily fit on the edram on the gpu in game, it would be so large that if you zoomed in to the texture so each texel was the size of your 1080p tv's pixel, it would be the size of 4 tv screens. A texture 4k-8k in size would take 8-16 unique average size (512x512) ps360 texture tiles to replace, eating up 8-16x the bandwidth, with 8-16x the reads writes and calls.

Its not just possible, it actually SAVES on resources, its more effecient.

 

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#47 tboss

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Posted 21 November 2013 - 06:53 AM

why the hell would you put 1 10mb texture in edram?

 

also small textures vs large seem to be more/less ram space traded for more/less ram calls.



#48 3Dude

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Posted 21 November 2013 - 07:32 AM

why the hell would you put 1 10mb texture in edram?
 
also small textures vs large seem to be more/less ram space traded for more/less ram calls.


Because that one texture can be large enough to cover your entire levels background geometry with unique non constantly repeating features, and saves 16x recources like bandwidth, instructions, and executables, over the required 8-16 unique 512x512 textures that would be required to match it visually.

So if you HAVE the ram space, and the ability to support them, you can save MASSIVELY on bandwidth and instruction calls.

Also, with s3tc, the larger the original texture you compress, the higher quality you end up with, far higher than you could ever hope to acheive without it for the same amount of memory. Though id stay away from bump maps and alpha with bc1. They probably use detail mapping with procedural texturing for stuff like road bump's and similar textures that are easy to generate and look good.

 

Obviously, it cant be, nor is it practical to be used on EVERY, object, but it will still be a huge step up, even if you never get face in the texture close, because we wont be looking at the same tiny block of texture repeated over and over and over and over and over and over again.


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#49 Nollog

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Posted 21 November 2013 - 09:14 AM

Leon1989, on 21 Nov 2013 - 08:31 AM, said:
I'm a hater because I use logic? Okay then you are a fanboy by said logic.

No, you just lack the understanding required.
A texture is something used to make a picture that moves inside of a TV screen when playing a videogame.

3Dude, on 21 Nov 2013 - 1:48 PM, said:
lmfao. How can you be logical? You have NO CLUE what you are talking about.

A 4k texture using bc1 would be about 10MB. That can easily fit on the edram on the gpu in game, it would be so large that if you zoomed in to the texture so each texel was the size of your 1080p tv's pixel, it would be the size of 4 tv screens. A texture 4k-8k in size would take 8-16 unique average size (512x512) ps360 texture tiles to replace, eating up 8-16x the bandwidth, with 8-16x the reads writes and calls.

Its not just possible, it actually SAVES on resources, its more effecient.

I was going to type something similar to this, without actual number-based facts, but I said "someone probably already said something similar", so I went back to to read a few more posts, and sure enough.

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#50 SoldMyWiiU

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Posted 22 November 2013 - 01:01 AM

... I'll just take the logical route and listen to the highly skilled team of developers with a very good track record than the random Internet guy who clearly has zero technical knowledge on hardware or game creation.

Okay you do that.

 

Don't be too dissapointed when the game looks meh because developers never hype their own games up.



#51 Portal

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Posted 22 November 2013 - 05:39 AM

Okay you do that.

Don't be too dissapointed when the game looks meh because developers never hype their own games up.

This is hilarious. Have you not seen Shinen's games? I see little reason to doubt they can do this. The team at Shinen are gods. Enough said.

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#52 NintendoReport

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Posted 22 November 2013 - 05:47 AM

Okay you do that.

 

Don't be too dissapointed when the game looks meh because developers never hype their own games up.

 

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#53 Happy Monk

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Posted 22 November 2013 - 05:50 AM

Hopefully the game can stand up to it's visuals. Shin'en know how to craft nice-looking games, but their level-design know-how and general game-play concerns seem less well developed. I'm not saying their games are bad (all three I've played are good) but they aren't the best. Nano Assault Neo would've been fantastic if it were longer though.

 

I am intrigued to at least see this new game though.


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#54 Mewbot

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Posted 22 November 2013 - 05:52 AM

Okay you do that.

 

Don't be too dissapointed when the game looks meh because developers never hype their own games up.

I actually would've been quite happy if they'd come out with a game that looks exactly the same as fast racing league on the Wii, it was that good looking (of course, now that I've seen gameplay of that game I expect better, you know, newer hardware haha).


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#55 NintendoReport

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Posted 05 September 2014 - 08:48 AM

So it is September... we should be getting the 1st screens any day now.


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#56 DéliopT

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Posted 05 September 2014 - 09:42 AM

^ Did they promise something for September?


 

 


#57 Raiden

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Posted 05 September 2014 - 09:45 AM

^ Did they promise something for September?

Screenshots



#58 DéliopT

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Posted 06 September 2014 - 01:36 AM

Screenshots

Oh, thanks.
Looking forward to seeing the game!


 

 


#59 iEatTacos

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Posted 06 September 2014 - 07:45 AM

If it looks a little better than the game "The Letter", I'll be happy with that.

#60 Chrop

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Posted 06 September 2014 - 08:41 AM

If it looks a little better than the game "The Letter", I'll be happy with that.

The letter doesn't look that impressive :s,

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