The letter doesn't look that impressive :s,
Say again?
Edited by Sorceror12, 06 September 2014 - 08:51 AM.
Posted 06 September 2014 - 08:48 AM
The letter doesn't look that impressive :s,
Say again?
Edited by Sorceror12, 06 September 2014 - 08:51 AM.
Posted 06 September 2014 - 10:27 AM
The letter doesn't look that impressive :s,
Show me a 3D game with a budget of $377 that does.
Posted 06 September 2014 - 10:50 AM
The letter doesn't look that impressive :s,
Posted 07 September 2014 - 10:09 PM
What the world needs is more geniuses with humility, there are so few of us left
Posted 09 September 2014 - 12:32 PM
Hypertextures in a fzero type game can work good just to prevent the repeating patterns. In fzero the track hover a mile above the landscape and as such you can see much of the world and also the repeats. Don 't be fooled, I think only 1 hypertexture per level will be used and the rest are just small 250x250bit counterparts. No game at this point could be rendered with hypertextures only. Heck, even in offline modelling and animation, with non realtime rendering, hypertextures take a while to process.
Posted 09 September 2014 - 12:48 PM
They arent talking about hyper textures. The word hyper was just an adjective used to describe how good looking the game would be.
They ARE using some 4-8k textures, 6x compressed (So, diffuse textures only, ruins bump layers) and you are very likely right that that big 8k texture will likely be used for the bottom layer environment texture that will be pretty far from the camera most of the time. But theyve actually said they can fit quite a few in just the wii u's edram, along with 3 720p frame buffers.
They very likely WILL be using procedural texture generation, but probably not on hypertexture scale. Most likely just detail bump maps, tiny ones rapidly swapped with continual gens from the same seed to avoid obvious patternizing (most likely dot 3's) to be faded in upon a certain distance to the camera, to give the prebaked textures some up close detail and pop.
Whats going to be REALLY impressive is how much will be on screen at once in the background environments. They say they've got 300,000 instances drawn from 10,000 draw calls a frame @60fps. Thats... Nothing to sneeze at for any system.
Posted 09 September 2014 - 02:10 PM
^ I barely understood a word, but the last paragraph....
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