GE Storm Test
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Actually this is simply a video of something I was working on (completed), FL has something similar but it is simply sheet rain (billboarded texture). In the video it is 3000 individual particles.
Anyways, his post didn’t bother me in the least. I’m willing to listen to all and weigh it accordingly.
EDIT : @ Sol, yeah the snow has been done, looks like a blizzard at warp
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Timmy51m wrote:
See, this is what I mean, no imagination.Hmm, I can see a huge problem in telling people to imagine what seeing a scene means about the overall game.
It is bad enough when you talk about a feature and it isn’t as perfect or quite what some hoped. Ask for them to dream the feature based upon a scene is tantamount to flamicide
Back to topic in hand, so the rain is akin to the planetscape of FL - or is there flight around a planet with different weather patterns which affect the flight dynamics and how your craft handles?
The difference between being told what you’re looking for, and imagining what you are looking at
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That’s crazy talk Chips you nutter :lol: The game doesn’t exist yet, all I’m doing is looking at the videos and using a little imagination, doesn’t mean anything, but if LS is reading feedback then he might like a little imagination in the mix. By the time he’s done with it a long long time from now who knows what it will look like or what features it might or might not have. Worry about it when the time comes.
Hey LS, remember I mentioned a while ago about you perhaps moving onto directX 11, don’t know if you’re aware but many of the games in development right now, some like battlefield 3 for example won’t be supporting directx 9 or win XP. Might be food for thought somewhere down the line.
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DX 11, not anytime soon, I want to support older systems for the time being. Anyways, here is another demo showing some of the latest stuff…
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Looks great to me!
But then I guess I’m easily pleased, LS.
Is the snow just for me? Brrrrr!!
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I will attempt to convert you slowly by drip feeding you DX11 tessellation demos. It’s a whole new world LS.
Tessellation Land and Water demo.
Now that’s what you want your water to look like, did you see the inside of that cockpit? awesome.
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Yep, and it’s a huge GPU hog that only works on a tiny tiny fraction of the user base he’ll have.
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Ah, negativity! Tessellation is done on the graphics card in the tessellator, not by cpu, of course you only find this feature on a DX11 card, but hell, it’s 2011 now. It will be a few years from now by the time his game comes out.
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DX 11 is still pretty new, plus I don’t have it. I will be considered later on but for now all I can do is watch the videos. Thanks anyways, I’ve actually seen the first video, I use YouTube to get ideas for graphic enhancements.
Funny part about the snow, thats what it’s doing outside right now.
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Timmy51m wrote:
Ah, negativity! Tessellation is done on the graphics card in the tessellator, not by cpu, of course you only find this feature on a DX11 card, but hell, it’s 2011 now. It will be a few years from now by the time his game comes out.Lol he said GPU not CPU =] But he is right, the Tessellation engine runs on the GPU, hence why it hogs the living shite out of it, remember that video was JUST for tessellation… now throw in everything else it has to render and calculate and it would soon become apparent how much of a hog it actually is =]
But as you said, it could be more optimized / better methods by the time LS comes to release =]
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My bad, he did say GPU, apologies FF, :oops: obviously I either need glasses or I should steel more carrots off you ST you mad wabbit! There’s no rush is there, I’ve got at least a couple more years to pester you about it LS.
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My fairly high-end laptop lags with tessellation quite badly… in 480x320.
It’s VERY nice, it looks amazing and alongside displacement mapping it makes things pop out really nice. It’s just that it’s still very much limited and tends to suck on all but >$300 desktop GPUs, which not all people have.
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GPU tesselation has been around for awhile, it’s a standard feature on ATI cards since I believe the 8500 (when DX 9 had just come out). I’ve played with it, for a single mesh it’s fine, any more than that and you notice considerable slowdown.
For displacement mapping I will be using parallax occlusion mapping. It works fine in DX 9, I still have alot of tweaking to do with it though since it is a GPU hog. Once I get back to work on it I plan on making it like the way Stalker does it, at a certain distance it switches over to plain normal mapping.
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LS, tessellation in Radeons doesn’t count. It doesn’t use the same process on the die. The new cards adhere to a pretty severe spec as far as I can remember, so they’re tuned to do efficient tessellation. However, you need the high-end cards for the tessellators to really do their job.
As for displacement mapping, I mean actual displacement mapping. Parallax mapping is a good replacement, but it doesn’t change the geometry.
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Hehe, it was still tesselation. Anyways, it was better to handle displacement mapping using POM for DX 9 hardware. It is so GPU intensive anyways it will be an optional feature.
Anyways, thought I would throw in another video of the vegetation. This is simply a test so no special fx, exploding martians or the like will be in it.
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Reminds me of a Safari scene. !)
And who said you have no imagination?
All those carefully-balanced overhead rocks, sculpted into sublime abstracts of liquid motion caught in time, brought to reality by some virtual eye, and unseen hand…!
Hey! I should have taken up prose!
My poetry sucks, but if you insist I could give that a try too…? ?)