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Re: Early A7 beta speed test [Re: Jikito] #111041
03/20/07 00:13
03/20/07 00:13
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slacker Offline
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Anyone know how this preformance comapres to modern games like fear - or another grfx intensive game?

I do not ask GS to preform like a 100K engine, but it would be interesting.

Re: Early A7 beta speed test [Re: slacker] #111042
03/20/07 08:47
03/20/07 08:47
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PHeMoX Offline
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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


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Early A7 beta speed test [Re: PHeMoX] #111043
03/20/07 16:17
03/20/07 16:17
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So given the right artistry, gs script programming and sound resources, you could recreate the same level of realism, atmosphere, size of perceived world of these games with GS?

I was also curious how GS works with 3D hardware. I was under the impression that processes from vertex transfromation to rendering was done via DirectX and and the card hardware. I am sure entities and world geo are handled differently, but for entities for example, how does the pipeline play out? Probably not the best forum for this, always been curious tho.

Re: Early A7 beta speed test [Re: slacker] #111044
03/20/07 17:31
03/20/07 17:31
Joined: Oct 2005
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lostclimate Offline
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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.

Re: Early A7 beta speed test [Re: lostclimate] #111045
03/20/07 23:50
03/20/07 23:50
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slacker Offline
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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.

Re: Early A7 beta speed test [Re: slacker] #111046
03/21/07 00:25
03/21/07 00:25
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lostclimate Offline
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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

Re: Early A7 beta speed test [Re: lostclimate] #111047
03/21/07 01:18
03/21/07 01:18
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slacker Offline
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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

Re: Early A7 beta speed test [Re: slacker] #111048
03/21/07 03:20
03/21/07 03:20
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PHeMoX Offline
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The flashlight is not a shader, just a dynamic point light, all materials in the game get affected by it.

Quote:

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




This, I don't understand. Would such an action cause problems? In which engine?

Cheers


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: Early A7 beta speed test [Re: PHeMoX] #111049
03/21/07 03:46
03/21/07 03:46
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Bay City, MI
lostclimate Offline
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im talking about the fact that the crate occludes the light in fear were in 3dgs it would just light anything a certain distance from the light.

Re: Early A7 beta speed test [Re: lostclimate] #111050
03/21/07 16:00
03/21/07 16:00
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this is what I am talking about - you would need a shader to get something like this no? (DOOM III)

Last edited by slacker; 03/21/07 16:00.
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