| DLC Tourist gameplay |
> 3 Months |
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37 MB |
| DLC Tourist gameplay |
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35 MB |
| DLC Faux gameplay |
> 3 Months |
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44 MB |
| DLC Faux gameplay |
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41 MB |
| DLC Tourist gameplay |
> 3 Months |
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29 MB |
| DLC Faux gameplay |
> 3 Months |
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35 MB |
| Geometry Wars Waves |
> 3 Months |
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80 MB |
| Geometry Wars Waves |
> 3 Months |
1280x720 |
260 MB |
| Superstar Challenge London |
> 3 Months |
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85 MB |
| Superstar Challenge London |
> 3 Months |
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283 MB |
| Speed Challenge Las Vegas |
> 3 Months |
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24 MB |
| Speed Challenge Las Vegas |
> 3 Months |
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74 MB |
| Electric Car |
> 3 Months |
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69 MB |
| Electric Car |
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219 MB |
| Cone Gate London |
> 3 Months |
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117 MB |
| Cone Gate London |
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371 MB |
| Time Vs Kudos St Petersburg |
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81 MB |
| Time Vs Kudos St Petersburg |
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256 MB |
| Time Vs Kudos Quebec |
> 3 Months |
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142 MB |
| Time Vs Kudos Quebec |
> 3 Months |
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488 MB |
| The first 10 minutes: PGR4 |
> 3 Months |
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251 MB |
| The first 10 minutes: PGR4 |
> 3 Months |
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759 MB |
| Geometry Wars Waves |
> 3 Months |
1280x720 |
201 MB |
| Cone Gate London |
> 3 Months |
1280x720 |
343 MB |
| Electric Car |
> 3 Months |
1280x720 |
205 MB |
| The first 10 minutes: PGR4 |
> 3 Months |
1280x720 |
721 MB |
| Speed Challenge Las Vegas |
> 3 Months |
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69 MB |
| Superstar Challenge London |
> 3 Months |
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269 MB |
| Time Vs Kudos Quebec |
> 3 Months |
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466 MB |
| Time Vs Kudos St Petersburg |
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241 MB |
| Live Action vs Game |
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6 MB |
| Live Action vs Game |
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15 MB |
| Live Action vs Game |
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13 MB |
| Presentation: End of championship |
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85 MB |
| Presentation: End of championship |
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154 MB |
| Presentation: End of championship |
> 3 Months |
960x540 |
191 MB |
| Snowy Quebec presentation |
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94 MB |
| Snowy Quebec presentation |
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94 MB |
| Snowy Quebec presentation |
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174 MB |
| Snowy Quebec presentation |
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174 MB |
| Snowy Quebec presentation |
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204 MB |
| Snowy Quebec presentation |
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204 MB |
| Gamersyde No Comment: Audio Design |
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120 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
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120 MB |
| Gamersyde No Comment: Audio Design |
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120 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
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36 MB |
| Nürburgring under the snow, off screen |
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36 MB |
| Nürburgring under the snow, off screen |
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69 MB |
| Nürburgring under the snow, off screen |
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69 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
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84 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
960x540 |
84 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
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275 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
640x360 |
275 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
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630 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
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630 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
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770 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
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770 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
106 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
106 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
158 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
158 MB |
| Cone Attack, Las Vegas |
> 3 Months |
640x360 |
35 MB |
| Cone Attack, Las Vegas |
> 3 Months |
640x360 |
35 MB |
| Cone Attack, Las Vegas |
> 3 Months |
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117 MB |
| Cone Attack, Las Vegas |
> 3 Months |
1280x720 |
117 MB |
| Cone Attack, Las Vegas |
> 3 Months |
1280x720 |
132 MB |
| Cone Attack, Las Vegas |
> 3 Months |
1280x720 |
132 MB |
| Shangai by night, motorbike |
> 3 Months |
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77 MB |
| Shangai by night, motorbike |
> 3 Months |
640x360 |
77 MB |
| Shangai by night, motorbike |
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237 MB |
| Shangai by night, motorbike |
> 3 Months |
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237 MB |
| Shangai by night, motorbike |
> 3 Months |
1280x720 |
296 MB |
| Shangai by night, motorbike |
> 3 Months |
1280x720 |
296 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
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49 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
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49 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
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154 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
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154 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
1280x720 |
230 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
1280x720 |
230 MB |
| Direct feed intro |
> 3 Months |
640x360 |
52 MB |
| Direct feed intro |
> 3 Months |
640x360 |
52 MB |
| Direct feed intro |
> 3 Months |
1280x720 |
130 MB |
| Direct feed intro |
> 3 Months |
1280x720 |
130 MB |
| Direct feed intro |
> 3 Months |
1280x720 |
145 MB |
| Direct feed intro |
> 3 Months |
1280x720 |
145 MB |
| Snowy Quebec |
> 3 Months |
640x360 |
33 MB |
| Snowy Quebec |
> 3 Months |
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33 MB |
| Snowy Quebec |
> 3 Months |
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33 MB |
| Snowy Quebec |
> 3 Months |
1280x720 |
110 MB |
| Snowy Quebec |
> 3 Months |
1280x720 |
110 MB |
| Snowy Quebec |
> 3 Months |
1280x720 |
110 MB |
| Snowy Quebec |
> 3 Months |
1280x720 |
87 MB |
| Snowy Quebec |
> 3 Months |
1280x720 |
87 MB |
| Snowy Quebec |
> 3 Months |
1280x720 |
87 MB |
| GC07: Intro |
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56 MB |
| GC07: Intro |
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960x540 |
104 MB |
| GC07: Intro |
> 3 Months |
960x540 |
119 MB |
| E3: Offscreen gameplay |
> 3 Months |
960x540 |
69 MB |
| E3: MSFT PGR4 gameplay |
> 3 Months |
960x540 |
74 MB |
| E3: MSFT PGR4 gameplay |
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960x540 |
74 MB |
| E3: Marketplace trailer |
> 3 Months |
1280x720 |
85 MB |
| E3: Marketplace trailer |
> 3 Months |
1280x720 |
85 MB |
| E3: Games montage |
> 3 Months |
320x240 |
19 MB |
| St Peters Rain |
> 3 Months |
1280x720 |
46 MB |
| X06: Teaser |
> 3 Months |
640x360 |
8 MB |
| PGR4 content pack released |
> 3 Months |
|
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| PGR4 DLC Pack announced |
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| Bizarre Creations interview |
> 3 Months |
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| The first 10 minutes: PGR4 |
> 3 Months |
|
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| PGR4: Live Action vs Game |
> 3 Months |
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| PGR4: Even more video |
> 3 Months |
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| PGR4: Snowy gameplay |
> 3 Months |
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| No Comment: PGR4 cities |
> 3 Months |
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| Gamersyde No Comment: PGR4 audio design |
> 3 Months |
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| More PGR4 gameplay |
> 3 Months |
|
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| Direct Feed PGR4 intro video |
> 3 Months |
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| Direct feed PGR4 gameplay |
> 3 Months |
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| PGR 4 goes Gold ! |
> 3 Months |
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| One PGR4 image |
> 3 Months |
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| 2 PGR4 images |
> 3 Months |
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| PGR4, back already |
> 3 Months |
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| One PGR4 image |
> 3 Months |
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| PGR4's interface detailed |
> 3 Months |
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| PGR4 images |
> 3 Months |
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| GC07: PGR4 Intro video |
> 3 Months |
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| PGR4: Gameplay and features |
> 3 Months |
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| GC07: PGR4 images |
> 3 Months |
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| PGR4 screenshots montage |
> 3 Months |
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| E3: PGR4 gameplay video |
> 3 Months |
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| E3: Xbox 360 games montage |
> 3 Months |
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| E3: Demo and trailer of PGR4 |
> 3 Months |
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| The bikes in Project Gotham Racing 4 |
> 3 Months |
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| One PGR4 screen, and a lot more! |
> 3 Months |
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| Quebec City in PGR4? |
> 3 Months |
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| 4 Project Gotham Racing 4 images |
> 3 Months |
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| Project Gotham Racing 4 images |
> 3 Months |
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| Images and video of PGR4 |
> 3 Months |
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| X06: PGR4 teaser |
> 3 Months |
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Since 826 Days
2007-07-30 02:33:12
Shadowrun lol
Since 492 Days
2007-07-30 04:20:14 In reply to newbielives (2007-07-29 21:56:43)
There will always be games that fit on DVD9 but it hurts to think that developers of new generation Sandbox type games will have to cut content to fit DVD9 eg GTA4 having a much smaller playing area then GTA San Andreas.
Sure you can make huge maps like Oblivion by repeating textures and other procedural tricks but to get a the fedility of PGR3 cities on that scale, it's just not going to happen on DVD9
Its very easy to find ways to max everything out. Its just as easy to run out of space on BR disk as it is to run out of space on DVD9.
Instead of CGI, use real time.
Intead of duping textures, use a better lighting model.
What matters more is the capabilities of the hardware. These systems can handle HDR lighting and can approximate global illumination. There really isn't an excuse to make the concessions they are making in PGR4 and DVD9's capacity is not an excuse.
They could just as well use neutral textures and leave it up to the lighting to do the job.
Floating around somewhere on the net is a video of PGR3 with the developer making real time adjustments to the lighting model. They just need to stick with that.
Oblivion is another perfect example. The sun is simulated in that game, and textures don't swap out of thin air. You can stand outside the whole time in Oblivion and watch the sun go up and down and you'll see a dramatic affect on the environment due to the changes in lighting.
Crackdown does the same thing.
Saintsrow does the same thing.
In fact, even the GTA games do it.
Allen Wake also does it.
Even Morrowind on the Xbox does it.
Overlord does it too.
Tons of game do it, and there's no real excuse not to have it. Duping textures seems like such a lazy excuse. While I'm sure PGR4 will still be great, and I'm going to play it - I just don't think this is a case against DVD9 so much as it is an confession by BC that they've chosen an older method of lighting and that as a result they are wasting space on DVD9 when they should be using that space to include more levels or to add more textures or higher rez textures - instead they are wasting space by duping them.
Since 1117 Days
2007-07-30 04:27:46 In reply to Acert93 (2007-07-30 01:47:26)
I wasn't even thinking about PS3 vs 360 rant just gaming in general but if you want one then sure
I wasn't even thinking about what they have or could have done, I was just looking at the current situation, and DVD9 is a limitation.
I owned a 360 from day 1 and just recently a PS3 which I love as a Media device, and just thinking about the possibly of Cell and RSX working together like one super GPU makes my forehead sweat(Exaggeration) ,
Since 1117 Days
2007-07-30 04:32:36 In reply to ItsOK_ImaNinja (2007-07-30 04:20:14)
I think the reason they have to use static lighting eg textures with pre renedered lighting on them, was to save resources, becasue even today's GPU are not exactly powerful enough to render all lighting in realtime, especially on that scale or with the illusion of *photo realisim* lighting found in PGR.
Its very easy to find ways to max everything out. Its just as easy to run out of space on BR disk as it is to run out of space on DVD9.
Instead of CGI, use real time.
Intead of duping textures, use a better lighting model.
What matters more is the capabilities of the hardware. These systems can handle HDR lighting and can approximate global illumination. There really isn't an excuse to make the concessions they are making in PGR4 and DVD9's capacity is not an excuse.
They could just as well use neutral textures and leave it up to the lighting to do the job.
Floating around somewhere on the net is a video of PGR3 with the developer making real time adjustments to the lighting model. They just need to stick with that.
Oblivion is another perfect example. The sun is simulated in that game, and textures don't swap out of thin air. You can stand outside the whole time in Oblivion and watch the sun go up and down and you'll see a dramatic affect on the environment due to the changes in lighting.
Crackdown does the same thing.
Saintsrow does the same thing.
In fact, even the GTA games do it.
Allen Wake also does it.
Even Morrowind on the Xbox does it.
Overlord does it too.
Tons of game do it, and there's no real excuse not to have it. Duping textures seems like such a lazy excuse. While I'm sure PGR4 will still be great, and I'm going to play it - I just don't think this is a case against DVD9 so much as it is an confession by BC that they've chosen an older method of lighting and that as a result they are wasting space on DVD9 when they should be using that space to include more levels or to add more textures or higher rez textures - instead they are wasting space by duping them.
Since 492 Days
2007-07-30 05:03:11 In reply to newbielives (2007-07-30 04:32:36)
As far as I know, textures would not be a resource that would affect lighting very much unless they were using a lot of normal mapping or some kind of pixel shading that needs to be reprocessed with changes in the POV of the camera or changes in light intensity.
PGR may have that "photo realistic" style going for it, but the textures in the game are mostly just flat.
Other than the reflections on the cars and road surface, I don't see a ton of advanced textures. Certainly no parallax mapping.
Since 1051 Days
2007-07-30 05:57:59 In reply to deftangel (2007-07-29 16:43:29)
Hot stuff!
Since 1046 Days
2007-07-30 15:32:42 In reply to newbielives (2007-07-30 04:27:46)
It's something Sony work hard on but an area they will always be playing catch up in. MS make operating systems for computer hardware for a living!
Since 1117 Days
2007-07-30 16:05:25 In reply to ItsOK_ImaNinja (2007-07-30 05:03:11)
Wouldn't doing parallax mapping almost be consider calculating lighting to give the illusion of geometry?
So the whole point of saving GPU resource to avoid that all that with detailed textures that match your realtime lighting
As far as I know, textures would not be a resource that would affect lighting very much unless they were using a lot of normal mapping or some kind of pixel shading that needs to be reprocessed with changes in the POV of the camera or changes in light intensity.
PGR may have that "photo realistic" style going for it, but the textures in the game are mostly just flat.
Other than the reflections on the cars and road surface, I don't see a ton of advanced textures. Certainly no parallax mapping.
Since 1117 Days
2007-07-30 16:07:58 In reply to deftangel (2007-07-30 15:32:42)
You got me there, I think PS3 OS does use significantly more memory. Maybe in a future update they will introduce a longer loading screen when coming out of a game to lower the memory reservation.
It's something Sony work hard on but an area they will always be playing catch up in. MS make operating systems for computer hardware for a living!
Since 1117 Days
2007-07-30 16:30:58 In reply to LEBATO (2007-07-29 22:31:42)
Or do you mean something else?
---
If you are curious of which games I have enjoyed over the years, click my name.
Mr. Bad Cop Since 1149 Days
2007-07-30 20:28:36
Point: Consoles are about compromise in design (i.e. where the power is). This isn't Xbox 360 versus PS3, but, "All consoles make compromises and argueing that because 1 game hits a limit that a limitation was the incorrect decision is hasty if not considered in the context of all design decisions, limitations, and market factors".
Method: Take your example, word for word, and demonstrate in a different scenario (different game, different performance vector) that your criticism can be completely flip flopped.
The other point was your point was very tunnel vision oriented to the issues and a lot of your statements are inaccurate.
Now we are creeping in the territory of 80MB difference. So 15% isn't too bad, right? Considering you may have a couple hundred MBs in functional code and sound the percentage rises. So 80MB for OS, 30MB for the framebuffer, 100MBs for audio, 50MB for game related code, that leaves you about 260MB for graphic assets (various geometry and texture formats). On the Xbox 360 you are looking at 340MB -- that is a 30% difference in resources allocated for graphical assets.
Hence more than one multiplatform developer has bitched about the memory situation on the PS3. That and the split memory pools, that take more management, have performance gotchas and limitations, and more bandwidth restrictions to mitigate and balance.
And use your SPEs for graphic tasks instead of running game code?
Sounds like a lose-lose situation. You are leaving performant silicon on RSX idle and using the CPU for core graphic tasks when they are needed to do the stuff that makes games fun, engaging, and deep.
Oh, and you just sucked up the majority of your system memory bandwidth (and footprint) from CELL.
So, lets return to my point:
"All consoles make compromises and argueing that because 1 game hits a limit that a limitation was the incorrect decision is hasty if not considered in the context of all design decisions, limitations, and market factors".
By your reasoning, that no HD optical media was a poor design and market decision because a game has hit a store limition, the same logical conclusion can be drawn that the PS3 has been limited in many, many games in regards to system memory.
If no HD optical was a mistake in the Xbox 360, then memory limitations in the PS3 was a mistake by Sony.
The issue isn't so clear now, is it?
...
but it hurts to think that developers of new generation Sandbox type games will have to cut content to fit DVD9 eg GTA4 having a much smaller playing area then GTA San Andreas.
Further, GTA:SA was under 1.5GB. Sandbox games do not tend to be huge, contrary to popular opinion.
So you have put forth a conslusion, DVD9 limitations holding back the scale of GTAIV, and haven't done anything at all to substantiate this position. The current crop of sandbox games with realtime day cycles indicate this hasn't been an issue.
What of all the other design and performance issues that crop more often?
Where is the priority? Why? How does this affect cost and reasonable market penetration?
It is statements like this that resulted in my tongue and cheek response. Truly the reverse is true, "There will always be a few games that cannot fit on DVD9..." in which case you can either span disks, cache to the HDD, or in a few cases the user will get reduced asset quality (sound, textures, mech complexity) or the developer will need to impliment unique solutions that are system specific like procedural generation.
Making a big deal out of a rare occurance -- when far more weightier issues affects many [most!] games -- and looks at the issue very narrowly (i.e. HD optical not available, limited production in 2006, HUGE expense) seems like special pleading.
---
The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."
Since 1816 Days
2007-07-30 20:39:58
To make a long Acert93 story short, the Xbox 360 has limitations in storagespace, but the PS3 has bigger limitations in memory to run games then the Xbox 360, which can be considered a bigger issue then a limitation in storagespace, because it affects all next-gen games and not just the very few that need more storagespace then DVD9 offers..
There you go.. :P
---
http://www.cyberwarriors.nl
http://home.xmsnet.nl/bigbear/fiat124.jpg
Mr. Bad Cop Since 1149 Days
2007-07-30 22:51:47 In reply to Inflatable (2007-07-30 20:39:58)
There you go.. :P
Interestingly, there are always all kinds of tradeoffs based on design. There are cases where the PS3 memory architecture could be an advantage. But then again there are cases where DVD9 can be an advantage.
Getting bent out of shape because a developer had to mitigate a limitation isn't really a big deal unless it becomes a significant bottleneck to design and is a recurring issue without remedy.
Consoles are a lot about exploiting what you have and making the most of it and leveraging the closed design and absolute consistant performance threshholds to your advantage.
---
The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."
Since 935 Days
2007-07-30 23:14:06
I think smaller disc capacity will have bigger impact than big OS footprint/split memory pools eventually. You can have good textures as they are in Uncharted.
You can't blame Microsoft for that, though. Sony put BRD in their machine in order to make it future proof (and to help BRD against HD_DVD), but it made their machine very expensive, which is one of reasons why it is selling so poorly, and ultimately it won't have that long lifespan due to limited userbase (if it continues to sell so badly and 3rd parties will start to leaving PS3 after this Holiday season, Sony might be in huge trouble).
As much as someone can bitch about DVD limiting 360 games, it's weird that Microsofts games offer so much more in terms of content and gameplay length (most of Sony's games are single player campaigns only...)
---
"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox
Since 1117 Days
2007-07-30 23:18:27 In reply to Acert93 (2007-07-30 20:28:36)
Now I have a second thing to worry about :( I will live longer if I just forget all this.
If what you say is true and there is no ingenius way to get around the memory limitation then hopefully the PS3 can make up for lower res Tex with better effects, animations, and higher poly models.
I will let Uncharted, Killzone2, Burnout Paradise, Rachet and Clank speak for what the PS3 can do when they are release, until then I will cross my fingers that some genius is finding away to overcome the memory limitation you speak of.
Also on a side note, the reason I seem so adament of the PS3 is that after having my 360 replaced because RedRingOfDeath, you really start to appreciate the PS3 more for its quiet stabability. Also in Canada it's only a 150$ more to buy a PS3 and you get a freaking Bluray player, Wireless connection 40GB more space and it Upscales all my PS2 games better then my shitty TV's scaler chip. I have to say after owning the PS3 it's become my (Car of choice)
You just want it to be successful.
Since 935 Days
2007-07-31 00:04:13 In reply to newbielives (2007-07-30 23:18:27)
---
"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox
He can also
ban your ass!
Since 1178 Days
2007-07-31 01:20:59 In reply to Eddy186 (2007-07-31 00:10:28)
LOL, gamersyde is not turning into that big of a war, yet.
Since 1070 Days
2007-07-31 02:51:36
Come to think of it... I completely forgot about that lol.
It seems playsyde and xboxyde has merged rather nicely like one big happy family :)
---
Hironobu Sakaguchi is coming back to reclaim the throne :)
October 20th 2007 (A good day)
Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of the greatest books ever.
pssh! more like electronic gay-ming monthly! amirite
Since 492 Days
2007-07-31 07:01:32 In reply to newbielives (2007-07-30 16:05:25)
So the whole point of saving GPU resource to avoid that all that with detailed textures that match your realtime lighting
Mr. Bad Cop Since 1149 Days
2007-07-31 15:14:43 In reply to ItsOK_ImaNinja (2007-07-31 07:01:32)
There are a lot of ways you can do procedural textures--everything from the artist design stages for generating base content to later be altered and packaged down to runtime on demand.
Displacement mapping is the technique of using textures to generate geometry (of which a tesselation unit is very helpful in doing single pass displacement).
Parallax mapping, or as Epic calls it virtual displacement mapping, is pixel shading intensive, not vertex. It is essentially a progression of bump mapping; in Parallax Mapping the effect is create "parallax" ie the sense of depth through the forground and background shifting independantly based upon the point of view and angle of the observer. There is no geometry created -- hence POM fails when you get flush with the real geometry (e.g. a brick wall using POM for the grouting looks real until you get flush, in whichc ase all the depth is lost and you see a flat wall). POM doesn't require a tesselation unit either; see RSX's use of parallax mapping in games like Motorstorm.
---
The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."
Since 492 Days
2007-08-01 01:22:44 In reply to Acert93 (2007-07-31 15:14:43)
Displacement mapping is the technique of using textures to generate geometry (of which a tesselation unit is very helpful in doing single pass displacement).
Parallax mapping, or as Epic calls it virtual displacement mapping, is pixel shading intensive, not vertex. It is essentially a progression of bump mapping; in Parallax Mapping the effect is create "parallax" ie the sense of depth through the forground and background shifting independantly based upon the point of view and angle of the observer. There is no geometry created -- hence POM fails when you get flush with the real geometry (e.g. a brick wall using POM for the grouting looks real until you get flush, in whichc ase all the depth is lost and you see a flat wall). POM doesn't require a tesselation unit either; see RSX's use of parallax mapping in games like Motorstorm.
Seems like it would just be the fastest way to do it.
About parallax mapping - I don't know where you are getting your info but as far as I know, even bump mapping requires vertex shading.
These effects are often just called pixel sha