Slimebeast said:
All right. But that was hard for me to understand. I'm too old to grasp technical things in such a short time. So this will be used in next gen games. That is PS4 games too, right? Will this technique improve performance or does it tax the hardware heavily? |
No, it won't be available on the PS4. The PS Vita uses a PowerVR-based GPU. Only Microsoft, Nvidia, and PowerVR (formerly VideoLogic) have technology patents for tiled resources.
EDIT: Didn't answer everything.
Yes, most likely but it doesn't have to be. I don't know if it's more efficient, but it can potentially offer better graphic fidelity. Nothing I've read suggests it's more taxing. If anything it would be less taxing. For example, if you have an irregular object, the normal way to build it would be to render the closest shape, then add to it with more polygons. With tiled resources, you don't. The entire shape of the object is calculated and only the final object is rendered. Another example would be an open window. Normally, an open window isn't open. It's a part of the shell. The texture and physics associated with it are just different. You still render that "empty" space. With tiled resources, you don't. With tiled resources an open window is an open window. A crack in a wall is a crack in a wall. It isn't a matter of a texture that gives you the impression of it not being there, and it isn't tessellation. The void space of the crack isn't rendered.








