Added: 2 years ago
From: jhoxley
Views: 12,979
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  • The difference between foreground and background is too extreme.

  • How did you get D3D11 compatible hardware 5 months ago?

  • you don't need actual DX11 hardware, you can use the reference driver that simulates the GPU on the CPU I think. It's really slow but it works.

  • @iuliusceasar: photon mapping is a computational algorithm for ray tracing. The two are not the same, to the big boys or anyone else.

  • This is what Frostbite does.

  • Please, oh Please say this is from a game you are working on. :D

    Tessellation is going to make games look just as good as anything Pixar or DreamWorks ever made.

  • this is geometry, not lighting. raytracing is what you need to beat pixar and Transformers.

  • Have you seen Crysis, Final Fantasy XIII, UFC 2009, Heavy Rain, Gran Turismo 5, and Colin McRae: DiRT 2?

    All we need is one more console jump and games can look photorealistic.

    Even NVIDIA showed real time hair rendering at SIGGRAPH 2008 using Tessellation

  • These things exist in technical papers that have been around since the 70s and the 80s. As chips get more powerful they can implement them in real time. But yea, ray tracing is what the big boys use and now photon mapping is becoming popular but we are still along way from being able to do that in real time in a game running full screen.

  • By-the-bye, Both Transformers movies sucked hard.

  • That's really cool! Can you see the LOD change at all with a solid fill?

  • thanks :)

    It's much harder to see with solid fill, but if you look closely and know what you're looking for then yes, you can see the transitions. In the context of a game or other interactive demo I doubt anyone would really notice though...

  • you know as a game designer that tessellation messes with the polygons of displacement mapping? I never knew that though

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