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curl-6 said:
megafenix said:

As for the 4k-8k textures, they havent mentioned anything about them recently, but if their were not going to sue them anymore then they would have tell us by now.  Its only a bet right now, but i think they could have broken down the etxtures into tiny tiles so they could fit them in texture memory and updating them in texture memory while the rest would wait on system ram, the technqiue is known as texture paging, the reason i beleive this is that the terrain in the first image looks a bit tiled

 

 

File size is a consideration here; the whole game is less than 1GB.

You're also not really going to see this texture tiling while playing as the camera angle will be lower.


thans, but was not refering to the 3d scans jusy the 10MB textures shinen mentioned they applied BC1 comrpession, since 10MB texture still cannot fit in neither texture memory nor edram is possible that they broke down the etxtures into tiles to fit them in the texture memory and the technique is known as Paing Textures

 

i will leave the 3d scans for later once i get more info

for Pemalite

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No offense Megafenix, but for the love of god, stop posting ancient, irrelevant crap.

ATI's "Smartshader" doesn't apply to GPU's today, that crap was released 13 years ago and ended 7 years ago, why you would think that Direct X 9 shader operations apply to a Direct X 11 world beats me, AMD doesn't even use VLIW anymore, let alone seperate Vertex and Pixel shader entities in the hardware.

As for your "6 textures in a single pass". - That's called single pass multi-texturing, that technology has been around for decades, shall I school you on it? Hint: It has nothing to do with the multi-pass that everyone else is talking about.

Another issue in what you copy/pasted is you claim the Playstation 3 has "8" SPU's and only 7 are available for games, well... No. The Playstation 3 has 8, one is disabled in order to increase yields and another is reserved for other tasks, that makes 6.

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No thanks, i appreciate the offer but i have known it for quite a while. actually have known it since the gamecube era, dont uinderstand what exactly want to teacxh me besides the name of the technique that i didnt bother to mention. And well, eventhough deffered rendering requires multipass, its only 2 passes while with forward rendering could require a lot more depending on the complexity of material and light combinations, and shader power suage is also a concern., The concept is simple, the less passes you use the less strain you put on the pipeline