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Re: Early A7 beta speed test
[Re: slacker]
#111042
03/20/07 08:47
03/20/07 08:47
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Basically what you wonder is how many polygons those games render at average when you walk through their levels, as detailed as in for example F.E.A.R or Half-life2?? Don't worry, F.E.A.R actually shows that it's max of onscreen polygons lies somewhere around the 500 000 polygons. It's average is somewhere near the 150 000 polygons per frame. Not extreme amounts. Source Article about F.E.A.R's engine Cheers
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Re: Early A7 beta speed test
[Re: slacker]
#111044
03/20/07 17:31
03/20/07 17:31
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
Expert
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Expert
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Posts: 4,771
Bay City, MI
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well fear also uses a ton of shaders, mirrors, dynamic light mapping, and physics, so the answer is no, the used to always be default from directx but with shaders, the lighting can be completely redone.
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Re: Early A7 beta speed test
[Re: lostclimate]
#111045
03/20/07 23:50
03/20/07 23:50
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Joined: Feb 2003
Posts: 195
slacker
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Posts: 195
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Quote:
well fear also uses a ton of shaders, mirrors, dynamic light mapping, and physics, so the answer is no, the used to always be default from directx but with shaders, the lighting can be completely redone.
Massive slow-mo effects not withstanding, I thought we were looking at normal and relief mapping and specular, no?? GS has this, mirrors, and capable physics, no?
even the slow mo seems to be a combination of post processing and displacement mapping, which as far as I can tell are doable in GS.
Dynamic light mapping - is that how they get swinging lights? I thought that this was a projction shader..
Again- I dont ask GS to do what Unreal3 does - it would be helpful as a developer to know how the differences, limitations, stregths etc. beteween them stack up.
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Re: Early A7 beta speed test
[Re: slacker]
#111046
03/21/07 00:25
03/21/07 00:25
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Joined: Oct 2005
Posts: 4,771 Bay City, MI
lostclimate
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Posts: 4,771
Bay City, MI
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Quote:
Massive slow-mo effects not withstanding, I thought we were looking at normal and relief mapping and specular, no?? GS has this, mirrors, and capable physics, no?
even the slow mo seems to be a combination of post processing and displacement mapping, which as far as I can tell are doable in GS.
The point isnt if 3dgs CAN do it, its to what speed can it do it? as for as the dynamic light mapping, go shine your light at a crate while crouching and move around the cube, you'll see what im talking about
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Re: Early A7 beta speed test
[Re: lostclimate]
#111047
03/21/07 01:18
03/21/07 01:18
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Joined: Feb 2003
Posts: 195
slacker
Member
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Member
Joined: Feb 2003
Posts: 195
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Quote:
Quote:
Massive slow-mo effects not withstanding, I thought we were looking at normal and relief mapping and specular, no?? GS has this, mirrors, and capable physics, no?
even the slow mo seems to be a combination of post processing and displacement mapping, which as far as I can tell are doable in GS.
The point isnt if 3dgs CAN do it, its to what speed can it do it? as for as the dynamic light mapping, go shine your light at a crate while crouching and move around the cube, you'll see what im talking about
I thought the flashlight was a projection shader - you could do that with this no?
and yeah - speed that is what I am asking.
Moving to: forum post
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