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#61 | |
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Registered User
Join Date: Mar 2003
Location: Utah
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Meaning they have pre-calculated global illumination already applied. Making higher res versions is pretty much impossible like he said, because they already take up a buttload of space as is, you'd need a blu-ray player or like 6+ dvds to increase the res just one size larger.
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#62 | |
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Registered User of Women
Join Date: Aug 2003
Location: Australia
Posts: 2,523
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The outdoor terrain textures should look fine, these are the areas where repeated textures are most apparent in games so their mega texture technology really only needs to be used here, not on indoor ground, wall and object textures. I don't really see why texturing for indoor areas would be any different to any other game?
I still don't think they look that bad, just a little disappointing for a next gen engine.
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#63 | ||
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S.T.A.L.K.E.R.
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Quote:
Quote:
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#64 | |
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Registered User of Women
Join Date: Aug 2003
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Exactly what I thought, yet the shots here people are not happy with are indoor.
I think megatexture is going to be a great thing for games of this type, although, to be honest games like borderlands and fallout 3 never had apparent repetitive terrain textures. I think it's much less of a problem in modern games where terrain is not just a vast area of hills and actually has debris, rocks, cliffs, vegetation etc.
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#65 |
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Join Date: Mar 2006
Posts: 532
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Actually they have calculated Global Illumination into the lightmaps with full resolution, that is also the reason why the quality of lighting in environments is very good.
No, it's not. It is used for all opague geometry including buildings, debris and characters. Artist can make character with 20 4096x4096 textures convert it into megatexture and it doesn't matter to the game, it just streams just the area of texture that is actually needed and thats it. |
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#66 | |
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S.T.A.L.K.E.R.
Join Date: May 2008
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Quote:
And you are still using smaller textures.
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#67 | |
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Join Date: Mar 2006
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What small textures? Limiting factors with current is the size limit for 128k or 256k texture for single megatexture and DVD/harddrive space in general as that is the true limit on texture resolution. |
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#68 | |
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S.T.A.L.K.E.R.
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Quote:
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#69 |
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#70 |
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Join Date: Aug 2002
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It's probably texture compression that we're seeing in those shots. I'm sure even a GTX 480 will have trouble running the uncompressed ULTRA quality mode of this game.
RAGE better have some hardware tessellation. |
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#71 | |
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Join Date: Mar 2006
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Quote:
![]() We do know there is at least 2 128kx128k megatextures in the game. When uncompressed textures would hold something like with 4bytes for RGB + specular strenght then 2 or 3 bytes for normalmapping and 1 or 2 bytes for something else. That is 2*RGBA textures or 8bytes per texel. Single 128k texture uncompressed with 8 bytes/texel is ((128000*128000)*8)/1000000000~131,072GB. With DXT1 compression the size would be around 30-40GB depending on what channels they use and for what. (and thus what DXT method is used.) Id Tech uses something similar to JPEG but most likely in YCoCg color space. We might get some kind of 'less' compressed version which takes huge amounts af disk space, but uncompressed no way. Also on PC it might be possible to not re-compress the data to DXT before viewing so there might be one of the quality improvements over console versions. |
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#72 |
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S.T.A.L.K.E.R.
Join Date: May 2008
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I'm saying that for terrain you use one big texture, but for characters, vehicles... you use small textures. A guy with the big hat use 2k*2k texture for face.
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