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View Full Version : Final Fantasy in real-time?


suburbanguy
11-18-02, 02:09 AM
not!



:p :p :p :p

seriously, I'm expecting disappointment with the NV30 or GeForceFX.

Although I'd like to be pleasantly surprised.

Cannot wait to find out what Nvidia has done with 3DFX and GIGAPIXEL tech. :D

Raptorman
11-18-02, 05:57 AM
They probably have done nothing with 3dfx, or Gigapixel tech imo.

demonized
11-18-02, 06:22 AM
I hope they show us alot of benckmarks and information that we dont know yet. This will be the day people would base their decision if its really worth upgrading.

i hope someone takes a video footage of the event so we could all see it:)

what time does it start?

imtim83
11-18-02, 06:43 AM
I saw on a forum that said like in 6 hours. Forgot when it was posted but i read that.

GamblerFEXonlin
11-20-02, 07:42 AM
Although the detail is extremely impressive when getting up-close, The Dawn demo was only 1 character and no real forest. Can we expect characters almost as detailed as that (less polygons and no real hear but still perfectly curved, and less texture detail/pixel shaders/texture layers) in i.e a doom4 game thats similar to the original doom1&2 which had enormous outdoor areas and a huge amount of monsters.

John Carmack does not want more polygons (http://www.gamespy.com/futureofgaming/engines/), he rather want "100 passes per polygon." With this statement, I see a new doom1/2 game with the same technique to render monsters only this time the sprites has bumpmapping, per-pixel lightening and they cast shadows. FYI a sprite is a flat object with an animated texture.

I understand as you shoot a monster in doom3, there becomes a red spot at that location. What about a modeled hole (if you hit skin) or a dent (if you hit metal) at that spot? A nice spray of modeled blod (read: polygons) comming off would be impressive too. How they can make that though - even on a GFFX - is beyond me when I look at the polycount in doom3.

Here (http://www.beyond3d.com/interviews/carmackdoom3/) John Carmack states that he could in fact have curved up the models with more polygons, but creating small details like fingernails would make a big hit on performance. Have they improved this in the GFFX? Don't nvidia promise us CGI-like graphics, and why haven't previews looked at this issue. Doom3 is developed only for DX8, could that be an answer?

Doom3 is the only game that has real next-gen graphics as it doesn't look cartoony, dry and "old fashion" like Unreal 2 (http://217.8.136.112/root/pix/Unreal2/unreal2p4.jpg), Warcraft 3 (http://217.8.136.112/root/pix/warcraft_3/war3_arthas.jpg), Max Payne (http://217.8.136.112/root/pix/max_payne/max_car.jpg), Age of Mythology (http://217.8.136.112/root/pix/AOM/aom10.jpg) (also note the low polycount) and UT2003 (http://217.8.136.112/root/pix/UT2003/ut2k3-07.jpg). It seems the games need more contrast, like gamma adjusted sampling (http://217.8.136.112/root/pix/NV30/gamma_adjusted_sampling.png) seems to promise.

StealthHawk
11-20-02, 02:04 PM
Originally posted by GamblerFEXonlin
Although the detail is extremely impressive when getting up-close, The Dawn demo was only 1 character and no real forest.

nvidia has already stated that they could do more than 1 character. check the thread about Dawn, i think it might be the "Wow" thread in this same forum.

Can we expect characters almost as detailed as that (less polygons and no real hear but still perfectly curved, and less texture detail/pixel shaders/texture layers) in i.e a doom4 game thats similar to the original doom1&2 which had enormous outdoor areas and a huge amount of monsters.

yes. anytime soon? no. not until the gfFX becomes at least as ubiquitous as the gf2mx. by then you'll be asking for something better though.

Here (http://www.beyond3d.com/interviews/carmackdoom3/) John Carmack states that he could in fact have curved up the models with more polygons, but creating small details like fingernails would make a big hit on performance. Have they improved this in the GFFX? Don't nvidia promise us CGI-like graphics, and why haven't previews looked at this issue. Doom3 is developed only for DX8, could that be an answer?

because no reviewer actually has a card?

and yes, they have improved it. gfFX has 3x the polygon throuhput that gf4 does. i doubt that is enough to make the jump to perfectly rounded models though.

Doom 3 is not developed for DX8, it uses OGL, and last time i checked, it uses an original gf as the baseline tech. please tell me if i am wrong(and provide proof).

Chalnoth
11-20-02, 07:48 PM
Originally posted by StealthHawk
yes. anytime soon? no. not until the gfFX becomes at least as ubiquitous as the gf2mx. by then you'll be asking for something better though.

Well, if the rumors are correct, the "GeForce FX MX" will be available this Spring (NV31). That means we should see a much faster adoption of DX9 features than we have seen for DX8 features.

(Dear God I hope it's not actually called GeForce FX MX...)

suburbanguy
11-20-02, 09:51 PM
it should be called GeForce FX Lite :)