I can't wait until they show some gameplay! 
---Member of the official Squeezol Fanclub---
I can't wait until they show some gameplay! 
---Member of the official Squeezol Fanclub---
| AZWification said: I can't wait until they show some gameplay! |
Me too, since there arent many racing games on wii u due to lack of strong 3d party support, Fast racing neo and project cars are one of the most anticipated games i have in my list
the_dengle said:
I don't get it. When someone says, "This screenshot looks bad, those textures look lousy," etc., people say, "Wait to see it in motion, it will look better." I say I want to see it in motion, someone says, "Here are some screenshots and an older iteration of the franchise, use your imagination." I knew Monolith Soft was making some more Xenoblade, I was not surprised when I saw X for the first time. But that doesn't mean I didn't want or need to see it at all. These guys keep showing screenshots with barely anything in them. Not even the vehicles. We don't know anything about the track designs, the music, the way the game feels when you're playing it. Now they're talking about tesselation and a bunch of stuff I don't know or care about. This is all meaningless to me, I want to see the game. I get that this will be meaningful to some people, but I really feel like they're beating around the bush here. Teaser after teaser after teaser with nothing substantial to bind it together. It was fine the first couple of times, but at this point I want to tell them to get to the point already, or at least keep it to themselves until they have something significant to show. |
That's understandable, but this isn't a massive company, It's an indy game. I would prefer to see actuall gameplay too, but the fact is that we can more or less get the idea of the gameplay through past work.
Same with Xenoblades X. When you look at the official gameplay, it's clear the looking up the original game would be enough to understand the mechanics. With Fast Racing Neo, League provides that view.
As much as i want to see the game too, we don't know how playable it actually is. These screenshots could just be pulled off while the game runs at 20fps. It's an indie game with a small team after all, but they still need some hype to get people interested.
I <3 Classic Platformers!
Multi-console Owner FTW


| megafenix said: Normally the must common compression on games ould be texture compression, but havent heard anything that goes byond 6x |
Oh Shin'en go well beyond x6.
The original FAST Racing on Wiiware was 900MB compressed down to 40MB, so x22.5.
I don't understand what any of this means. Also, I have a hard time caring. Is this game supposed to be different than their WiiWare title then?
| Mystro-Sama said: What mesh? |
http://en.wikipedia.org/wiki/Polygon_mesh
"
A polygon mesh is a collection of vertices, edges and faces that defines the shape of a polyhedral object in 3D computer graphics and solid modeling. The faces usually consist of triangles (triangle mesh), quadrilaterals, or other simple convex polygons, since this simplifies rendering, but may also be composed of more general concave polygons, or polygons with holes.
The study of polygon meshes is a large sub-field of computer graphics and geometric modeling. Different representations of polygon meshes are used for different applications and goals. The variety of operations performed on meshes may include Boolean logic, smoothing, simplification, and many others. Network representations, "streaming" and "progressive" meshes, are used to transmit polygon meshes over a network. Volumetric meshes are distinct from polygon meshes in that they explicitly represent both the surface and volume of a structure, while polygon meshes only explicitly represent the surface (the volume is implicit). As polygonal meshes are extensively used in computer graphics, algorithms also exist for ray tracing, collision detection, and rigid-body dynamics of polygon meshes.
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curl-6 said:
Oh Shin'en go well beyond x6. The original FAST Racing on Wiiware was 900MB compressed down to 40MB, so x22.5. |
Does this mean they're much better than Nintendo themselves at compression?
Wow.

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TheWPCTraveler said:
Does this mean they're much better than Nintendo themselves at compression? Wow. |
Well, for example gamecube used S3TC which was capable of 6:1 texture compression
Shinen mentioned that thier textures of 4k in fast racing neo use BC1 texture compression which is also 6:1

http://en.wikipedia.org/wiki/S3_Texture_Compression
http://msdn.microsoft.com/en-us/library/windows/desktop/bb694531(v=vs.85).aspx#BC1
"
Use the first block compression format (BC1) (either DXGI_FORMAT_BC1_TYPELESS, DXGI_FORMAT_BC1_UNORM, or DXGI_BC1_UNORM_SRGB) to store three-component color data using a 5:6:5 color (5 bits red, 6 bits green, 5 bits blue). This is true even if the data also contains 1-bit alpha. Assuming a 4×4 texture using the largest data format possible, the BC1 format reduces the memory required from 48 bytes (16 colors × 3 components/color × 1 byte/component) to 8 bytes of memory.
The algorithm works on 4×4 blocks of texels. Instead of storing 16 colors, the algorithm saves 2 reference colors (color_0 and color_1) and 16 2-bit color indices (blocks a–p), as shown in the following diagram.
"
But even with 6x compression using BC1, that would not be enough cause obviously you have more than just 1 4k texture on the game and each mesh is >1GB; thats why i think they may have used tesselation+dispalcement to reduc ethe memory requirements even more, after all they mentioned that the 1GB meshes obtained from 3d scanning were processed and then converted to compatible assets(I have read that norally the 3d scans are processed with dispalcement and subdivision to reduce the memory requirement of the mesh)
Read th last paragraph
"Tese were only the source data sizes. From these we process them into the game compatible assets"

Does somebody think that the terriain in the desert picture of fast racing neo looks tiled?