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curl-6 said:
megafenix said:
curl-6 said:
megafenix said:

Although sometimes asking helps, they often avoid direct answers to the questions, it would be easier to ask someone from certain game site to do the inquiry and just advise him which doubts we have and want to be answered

Looking at the images we can just make guesses, although their comment about the 1GB files per mesh would be impossible to fit it in the wii u RAM unless you make a very good compression, and a BC1 that has a maxium of 6x per texture would be not enough, thats why the best guess of what they did to the original meshes is tesselation

Could just be really good normal mapping. That would leave a lot more performance overhead for sustaining 60fps and running all the other effects they're doing.


possibly, although the terrain and the mountains look very well detailed for normal mapping,and also normal mapping has no occlusion and geometry is faked by light which is very noticeable in objects taht are parallel to our view, from what i see in the mountains the geometry looks real and not a fake

It's hard to tell from the single screen of it that we have, and it'll be even harder to tell zooming passed it at high speed, so I'd still put my money on normal mapping.

Remember, they're doing deferred rendering at 60fps with 4k-8k textures, atmospheric scattering, SSAO, etc. I don't think they'd have the horsepower to spare for tesselation.


Its true that there are already some graphic effetcs like defered shading that consume some of the horsepower and that the game will run at variable 60fps, but if they use tesselation they dont have to apply maxium quality, you can select tesselation level from 1 to 64 depending on the level of detail you want, and normally you keep tesselation level very low to distant objects(they are likely using adaptive tesselation); not to mention that they also seem to be using tiles to reduce the horsepower required for the rendering

 

the tiled textures may help to reduce the strees on the gpu even if they use tesselation, and also they can choose a tesselation level depending on the distance and select a good tesselation factor when the objects are near and keep tesselation to the lowest when things are at distance

I am not sure if normal maps would be enough to simulate the appearence of the oriinal 3d meshes of 1GB, not to mention that normal maps cannot be used with tesselation like the dispalcements maps and therefor shinen would not have been able to process the the original 3d scanned meshes and transform them into compatible assets requiring less memory storage

As for parallax,The main problem with parallax occlusion mapping is that at oblique angles the ray tracing is often not precise enough to retrieve the correct height map. As you can in the image below, at oblique angles it is easy to have ray tracing miss the correct depth, or find the incorrect depth. This can be resolved by increasing the number of depth passes or by decreasing the height scale. Large height scale also cause the same problem.

Here is a screenshot of a parallax occluded material seen at an oblique angle. Notice the stepping 'pancake' problems.