i do think that we jumped at tessellation far too soon, I read a paper that explained how silhouette rendering can be improved and with it the performance would be so much better than the tri-flooding tessellation which does nothing more than replicate a high-poly model.
the sole idea to use the gpu to increas poly counts on finer models in moronic in my opinion. that's cpu's job. in other words: if they want more geometry, make more gaming-oriented cpus.
@nooblet911 Entirely the way I see it too, it seems like companies wanted to hide away parallax occlusion mapping for more expensive GPUs to be sold as tessellation capable.
@nooblet911 But what about for other objects, i.e. cars, tress, weapons, helmets? I mean POM is good for flat/stationary objects, but the way I see it. . .
@JustMeAndMyGames thats because this here is parallax occlusion mapping while UE3 uses a form of regular parallax mapping. It doesnt look so good but calculates a lot faster.
OK I might sound like an idiot, but when I play minecraft, my tools look weird (not normal). I googled it and someone said they had both types of texture compression enabled in OpenGL. The problem is my computer doesnt support opengl. Any help????
I think tessellation +POM is the way to go....i mean one can use some sort of blend tessellation to get tessellated brick(or whatever) at the edges...
wow this is amazing! in most games u walk up to a wall and it gets all dotted out and faded! if every wall and surface is this detailded on crysis 2 then thats amazing!!!!
i would way rather use this then tessellation. The performance increase in this over it is far more practical. Who gives a fuck tessellation makes a brick on the ground 1 million triangles! This is not obsolete tech, It should be used more.
@mylesbradley1234 It's expensive development, and not all mapping artists are this good.
It's a lengthy thing to optimize this stuff, it's not too hard to do to bricks, but when you get down to fabricks and gravel, the realism becomes a chore to get out, and you'll end up with (In a D3D11 or OpenGL 3/4 envioment) Having to bake down 30 maps to get a perfect result ._.
This comment has received too many negative votesshow
tessellation makes this pointless imo. Sure, it's interesting but it's bad tech to develop something that is already obsolete. tessellation is surely more calculation intensive than this technique.
@LouSaydus Of course tessellation makes POM obsolete, and any engine that uses DX11 should be using that instead. But CryEngine2 doesn't support it now, does it? :P
This is the next best thing (ok maybe not, DX10 tessellation could theoretically work, but I haven't tried it yet).
In any case, I never fixed the UV issue, so this is still just a test.
@MoonlightArtist You could use tesselation on old Radeons as far as i remember on radeon 8600. For example in TES 3 that was available, but FPS was low
@LouSaydus DUDE! LOOK AT IT! Brings the game closer to looking life like WHAT A PLEASURE WOULD IT BE to live in my own electronic life like paradise :P
@LouSaydus Whats the difference between Tesselation and POM, Ive seen games with tesseltation (stalker cop, metro 2033) and games with POM. I have DX11 card
@novaleafy The difference is that tesselation actually modifies the mesh of any object based on its normal mapping. POM on the other hand immitates modifying the mesh by lighting the surface of the object differently and calculating occlusion based on its normal maps. It's a subtle difference but there are certine situations where POM falls a bit short of tesselation. One such case is when you look down the edge of a corner like at about 0:55, you can see that the bricks arent really poking out.
@LouSaydus Tessellation does not make parallax occlusion obsolete, you see, to use a heightmap to alter a surface in realtime, the quality depends on how many faces are present (which core tessellation helps by creating them.) but surfaces such as a flat wall would require a lot of faces to be made to have the precision needed to compete with POM. On top of that, tessellation is being uses for other things as well such as characters which need it more than, say a wall.
@LouSaydus Parallax = Texture/shader data ---- Tessellation = Geometry data..... They really serve the same purpose except the parallax is more efficient and less demanding. tessellation is decent but who gives a shit that a brick on the wall has 100,000+ triangles.....when a parallax texture can achieve the same look.
@LouSaydus - Have you got benchmarks to back that up? I don't know if modern cards are happy to just tesselate everything and crank out a million triangles when they could just use one of these two-triangle + raytracing techniques.
Especially on budget cards that support the feature, but don't have a lot of power behind it.
holy fuck balls. im blown away. jesus do u know hw many polygons this normally wudve taken for a game to produce?! god this open so many doors for the level of detail a game can produce in its environment. jesus this is exciting stuff
@Arzamon Haven't done any tests with parallax occlusion/relief mapping myself yet, but I'd like to think it's faster than making more actual geometry.
By modifying the shader code to clip the material at the edges. Unfortunately the edges are from 0 to 1 range, meaning only things within a 0-1 UV map will be visible. That means no tiling textures. :(
@MoonlightArtist i remembered that there is a interesting solution in the book GPU Gems 3, it's said that you can achieve this by generating fake 'fin' on the edge(using geometry shader), so that can free from the artifact gened by simply discard the overlapping texcoord......
Haha, I was fooled by the first half minute or so. "Man, nice anisotropic filter, but I don't really notice the shader". That was, until the camera stopped moving and you started hot-changing the engine settings. Very well done indeed.
No. The shader is split into various different files in the Crysis shaders and is integrated into it fairly deeply. It's a little tough.
You're better off using a more available Parallax Occlusion Mapping shader. I can give you the information on how to create the silhouettes after you've got one, if you want. :)
@MoonlightArtist a document on how to get silhouettes from parallax occlusion map shader would be much appreciated! If not example HLSL/GLSL, then just a nice technical paper would really be great.
how can parallax mapping give the illusion of actual geometry on the bricks? I thought stuff like that was only possible with tessellation.
ShotaCanvas 1 hour ago
the uploader comment........makes no sense o.O
noobzoncrack 1 week ago
would anyone be willing to teach me pom? ;d
Smash3x 1 week ago
Imagine this... In minecraft...
TheBnishan12345 1 month ago
It looks like Minecraft :)
Nicoladen1 2 months ago
at first i thought this was a minecraft shader lol.
Slyanimationz 2 months ago
wow
this is tesselation isnt?
TheDardanius 3 months ago
@TheDardanius nope because crysis uses dx10 but it basically does the same than tesselation. Although idk which one need lees resources
survivorevil 3 months ago
Minecraft if it wasn't in java
MrGamingAddiction 4 months ago
@MrGamingAddiction
LB Photo Realism + GLSL = this in Minecraft.
QWERTYCommander 3 months ago
POM is the best graphical hax of the past ten years.
xamanto 4 months ago
Get self shadowing in there and ur good to go. You should probably optimize it so it'll run smoother on lower systems.
Do you have exact measures of what kind of system it'll need to run it smooth enough?
crativ3 4 months ago
i do think that we jumped at tessellation far too soon, I read a paper that explained how silhouette rendering can be improved and with it the performance would be so much better than the tri-flooding tessellation which does nothing more than replicate a high-poly model.
xilefian 5 months ago
the sole idea to use the gpu to increas poly counts on finer models in moronic in my opinion. that's cpu's job. in other words: if they want more geometry, make more gaming-oriented cpus.
nooblet911 4 months ago
@nooblet911 Entirely the way I see it too, it seems like companies wanted to hide away parallax occlusion mapping for more expensive GPUs to be sold as tessellation capable.
xilefian 4 months ago
@nooblet911 But what about for other objects, i.e. cars, tress, weapons, helmets? I mean POM is good for flat/stationary objects, but the way I see it. . .
comedyguy911 3 months ago
impressive!
this shows that you dont always have to use TESSELATION to have more detail! ;)
M3G4G0TH 5 months ago
new minecraft HD texture :D
WurstbrotElite 5 months ago
How does POM compare to Tesselation?
MouthofSaurons 5 months ago
Ooh i love these bricks.. ohh yea....
gunnery18 5 months ago
This is distastefully cool.
unbrokenjack 6 months ago
You mean the bricks in crysis weren't real?
Dorminay42 6 months ago
Is it getting frame lag, or is it just my computer?
AllofVideos 6 months ago
parallax occlusion mapping is out tesselation is in!
SuperEngage1 7 months ago
@SuperEngage1 yes but doesnt worth the performance hit, POM its a great technique to use.
simiolonga 6 months ago
Damn it how can that be still a 2D texture when POM is enabled! :O i can clearily see the depth of it!
sermerlin1 7 months ago
looks pritty good to me. Did you fix the UV mapping issue?
Thoran666 7 months ago
@JustMeAndMyGames thats because this here is parallax occlusion mapping while UE3 uses a form of regular parallax mapping. It doesnt look so good but calculates a lot faster.
Thoran666 7 months ago
Minecraft with blocks like that.....
tomimn2233 7 months ago
OK I might sound like an idiot, but when I play minecraft, my tools look weird (not normal). I googled it and someone said they had both types of texture compression enabled in OpenGL. The problem is my computer doesnt support opengl. Any help????
AndThatsWhyYouFail 8 months ago
I'm shitting brix.
Euroliite 8 months ago
is this minecraft?
mrHighLifex 8 months ago
Minecraft graphics looks better than this shit xD
SternEliteDavid27 8 months ago
@SternEliteDavid27 On another note, you're an idiot.
IQbrew 8 months ago
Now can someone tell me once more why crysis2 skipped POM?
SwEPooD 9 months ago
I just literally stared at a brick wall for 2 minutes. -_-
JorgsnewYTaccount 10 months ago 18
@JorgsnewYTaccount But that's one perdy wall!
cellphonelightsaber 1 week ago
@JorgsnewYTaccount But it's a very pretty brick wall :p
xG33Kx 1 week ago
your computer must be a fucking horse!
tailsmilesprower24 10 months ago
This has been flagged as spam show
the link is dead.. but I'd really like to know more about this POM.. care to relink to your crymod thread ?
yung23567 10 months ago
the link is dead.. btu I'd really like to know more about this POM.. care to relink to your crymod thread ?
yung23567 10 months ago
I think tessellation +POM is the way to go....i mean one can use some sort of blend tessellation to get tessellated brick(or whatever) at the edges...
adi4harry 11 months ago
IMO, Parallax Occlusion on STALKER looks even better than this
Spartan117A1 11 months ago
@Spartan117A1 the game with the low rez heightmaps?
leerman22 11 months ago
@Spartan117A1 I like Stalker too, but the Parallax in that does NOT even compare.
This has an actual SILHOUETTE. As in, the edfe of the model appears to have detail rather than the front of the face.
Seriously, go into stalker and check again.
dano555666 10 months ago
@dano555666 Actually, Let me correct myself.
Using the mod Complete 2009 for either Clear sky or SoC, It looks 1000x Times better than the original.
The textures in Crysis look much better though.
I might be wrong, But i think you'd find the SSAO on that mod to be pretty amazing :)
Spartan117A1 10 months ago
Thems some puurty layered algorithms you got thar
Aeonhem 1 year ago
wow this is amazing! in most games u walk up to a wall and it gets all dotted out and faded! if every wall and surface is this detailded on crysis 2 then thats amazing!!!!
PS3Gamecore 1 year ago
i would way rather use this then tessellation. The performance increase in this over it is far more practical. Who gives a fuck tessellation makes a brick on the ground 1 million triangles! This is not obsolete tech, It should be used more.
d3tach3d 1 year ago
holly cow
tuneroivan 1 year ago
Awesome work!
SageNTitled 1 year ago
nice. dont have a clue why they dont do this with all games
mylesbradley1234 1 year ago
@mylesbradley1234 It's expensive development, and not all mapping artists are this good.
It's a lengthy thing to optimize this stuff, it's not too hard to do to bricks, but when you get down to fabricks and gravel, the realism becomes a chore to get out, and you'll end up with (In a D3D11 or OpenGL 3/4 envioment) Having to bake down 30 maps to get a perfect result ._.
Allingby 1 year ago
Now that is just cool.
RickRay9 1 year ago
This comment has received too many negative votes show
tessellation makes this pointless imo. Sure, it's interesting but it's bad tech to develop something that is already obsolete. tessellation is surely more calculation intensive than this technique.
LouSaydus 1 year ago
@LouSaydus Of course tessellation makes POM obsolete, and any engine that uses DX11 should be using that instead. But CryEngine2 doesn't support it now, does it? :P
This is the next best thing (ok maybe not, DX10 tessellation could theoretically work, but I haven't tried it yet).
In any case, I never fixed the UV issue, so this is still just a test.
MoonlightArtist 1 year ago 10
@MoonlightArtist You could use tesselation on old Radeons as far as i remember on radeon 8600. For example in TES 3 that was available, but FPS was low
dawidow987654321 8 months ago
@MoonlightArtist The Dx10 tessellation is rather worthless, actually.
Zoeres 7 months ago
@LouSaydus DUDE! LOOK AT IT! Brings the game closer to looking life like WHAT A PLEASURE WOULD IT BE to live in my own electronic life like paradise :P
mylesbradley1234 1 year ago
@LouSaydus Whats the difference between Tesselation and POM, Ive seen games with tesseltation (stalker cop, metro 2033) and games with POM. I have DX11 card
novaleafy 1 year ago
@novaleafy The difference is that tesselation actually modifies the mesh of any object based on its normal mapping. POM on the other hand immitates modifying the mesh by lighting the surface of the object differently and calculating occlusion based on its normal maps. It's a subtle difference but there are certine situations where POM falls a bit short of tesselation. One such case is when you look down the edge of a corner like at about 0:55, you can see that the bricks arent really poking out.
LouSaydus 1 year ago
@LouSaydus Tessellation does not make parallax occlusion obsolete, you see, to use a heightmap to alter a surface in realtime, the quality depends on how many faces are present (which core tessellation helps by creating them.) but surfaces such as a flat wall would require a lot of faces to be made to have the precision needed to compete with POM. On top of that, tessellation is being uses for other things as well such as characters which need it more than, say a wall.
kommandojoe 1 year ago
@LouSaydus Parallax = Texture/shader data ---- Tessellation = Geometry data..... They really serve the same purpose except the parallax is more efficient and less demanding. tessellation is decent but who gives a shit that a brick on the wall has 100,000+ triangles.....when a parallax texture can achieve the same look.
d3tach3d 1 year ago
@LouSaydus - Have you got benchmarks to back that up? I don't know if modern cards are happy to just tesselate everything and crank out a million triangles when they could just use one of these two-triangle + raytracing techniques.
Especially on budget cards that support the feature, but don't have a lot of power behind it.
cyborgtroy 6 months ago
wow, this looks WAY too real to be fake! LOL
agentEE7 1 year ago
HOLY SHIT
teamhalo2444 1 year ago
whats the engine?
jfunf 1 year ago
Wow nice idea!
RudiMedia 1 year ago
holy fuck balls. im blown away. jesus do u know hw many polygons this normally wudve taken for a game to produce?! god this open so many doors for the level of detail a game can produce in its environment. jesus this is exciting stuff
Neivlak 1 year ago
@Neivlak This is old stuff.
Taizunx 1 year ago
@Neivlak The annoying thing though is that it takes a high toll on the GPU performance. Assuming you don't optimize the hell out of it.
Arzamon 1 year ago
@Arzamon Haven't done any tests with parallax occlusion/relief mapping myself yet, but I'd like to think it's faster than making more actual geometry.
msqrt 1 year ago
And here I've been f***ing with alphas trying to get this. How can this happen? how was it done?
EricTheHax 2 years ago
By modifying the shader code to clip the material at the edges. Unfortunately the edges are from 0 to 1 range, meaning only things within a 0-1 UV map will be visible. That means no tiling textures. :(
MoonlightArtist 2 years ago
lolololol dang easier said than done. This is what I've been trying to do with alphas.
EricTheHax 2 years ago
@MoonlightArtist i remembered that there is a interesting solution in the book GPU Gems 3, it's said that you can achieve this by generating fake 'fin' on the edge(using geometry shader), so that can free from the artifact gened by simply discard the overlapping texcoord......
kiragimmya 3 months ago
Haha, I was fooled by the first half minute or so. "Man, nice anisotropic filter, but I don't really notice the shader". That was, until the camera stopped moving and you started hot-changing the engine settings. Very well done indeed.
ZexionII 2 years ago
Reminds me of Tesselation
zamliman 2 years ago
wowwowwow!!!! i want this! :D
going to dowload it right away
Supersony92 2 years ago
EPIC
BeachpartyClan 2 years ago
Is there a way to convert this to XNA?
brainwurms 2 years ago
No. The shader is split into various different files in the Crysis shaders and is integrated into it fairly deeply. It's a little tough.
You're better off using a more available Parallax Occlusion Mapping shader. I can give you the information on how to create the silhouettes after you've got one, if you want. :)
MoonlightArtist 2 years ago
That would be great! I'm working with a custom mesh in the directx parallax mapping effect demo.
brainwurms 2 years ago
How did you make it modify the silhouette without adding more polys?
EricTheHax 2 years ago
@MoonlightArtist a document on how to get silhouettes from parallax occlusion map shader would be much appreciated! If not example HLSL/GLSL, then just a nice technical paper would really be great.
keres993 6 months ago
@brainwurms
This is easy to do in XNA there are several tutorials, i have gotten the same result aswell.
HeroicHereticsHH3 2 years ago
I'm having some trouble finding them. Could you link, please?
brainwurms 2 years ago
looks kinda like DX11
Robertwright889 2 years ago
awesome!
stillman18 2 years ago
Better looking than reality.
CobraStatix 2 years ago
amazing...this is the best wall i've ever seen.....
PaiMei667 2 years ago 37
lol , the best wall eh?
iD0NUTZ 2 years ago
yeah sorry my english is very bad iam a german...but ill think you know what i mean.
PaiMei667 2 years ago 15