| DLC Tourist gameplay |
> 3 Months |
640x360 |
37 MB |
| DLC Tourist gameplay |
> 3 Months |
640x360 |
35 MB |
| DLC Faux gameplay |
> 3 Months |
640x360 |
44 MB |
| DLC Faux gameplay |
> 3 Months |
640x360 |
41 MB |
| DLC Tourist gameplay |
> 3 Months |
640x360 |
29 MB |
| DLC Faux gameplay |
> 3 Months |
640x360 |
35 MB |
| Geometry Wars Waves |
> 3 Months |
640x360 |
80 MB |
| Geometry Wars Waves |
> 3 Months |
1280x720 |
260 MB |
| Superstar Challenge London |
> 3 Months |
640x360 |
85 MB |
| Superstar Challenge London |
> 3 Months |
1280x720 |
283 MB |
| Speed Challenge Las Vegas |
> 3 Months |
640x360 |
24 MB |
| Speed Challenge Las Vegas |
> 3 Months |
1280x720 |
74 MB |
| Electric Car |
> 3 Months |
640x360 |
69 MB |
| Electric Car |
> 3 Months |
1280x720 |
219 MB |
| Cone Gate London |
> 3 Months |
640x360 |
117 MB |
| Cone Gate London |
> 3 Months |
1280x720 |
371 MB |
| Time Vs Kudos St Petersburg |
> 3 Months |
640x360 |
81 MB |
| Time Vs Kudos St Petersburg |
> 3 Months |
1280x720 |
256 MB |
| Time Vs Kudos Quebec |
> 3 Months |
640x360 |
142 MB |
| Time Vs Kudos Quebec |
> 3 Months |
1280x720 |
488 MB |
| The first 10 minutes: PGR4 |
> 3 Months |
640x360 |
251 MB |
| The first 10 minutes: PGR4 |
> 3 Months |
1280x720 |
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 |
1280x720 |
69 MB |
| Superstar Challenge London |
> 3 Months |
1280x720 |
269 MB |
| Time Vs Kudos Quebec |
> 3 Months |
1280x720 |
466 MB |
| Time Vs Kudos St Petersburg |
> 3 Months |
1280x720 |
241 MB |
| Live Action vs Game |
> 3 Months |
640x360 |
6 MB |
| Live Action vs Game |
> 3 Months |
1280x720 |
15 MB |
| Live Action vs Game |
> 3 Months |
1280x720 |
13 MB |
| Presentation: End of championship |
> 3 Months |
640x360 |
85 MB |
| Presentation: End of championship |
> 3 Months |
960x540 |
154 MB |
| Presentation: End of championship |
> 3 Months |
960x540 |
191 MB |
| Snowy Quebec presentation |
> 3 Months |
640x360 |
94 MB |
| Snowy Quebec presentation |
> 3 Months |
640x360 |
94 MB |
| Snowy Quebec presentation |
> 3 Months |
960x540 |
174 MB |
| Snowy Quebec presentation |
> 3 Months |
960x540 |
174 MB |
| Snowy Quebec presentation |
> 3 Months |
960x540 |
204 MB |
| Snowy Quebec presentation |
> 3 Months |
960x540 |
204 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
120 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
120 MB |
| Gamersyde No Comment: Audio Design |
> 3 Months |
640x360 |
120 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
640x360 |
36 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
640x360 |
36 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
960x540 |
69 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
960x540 |
69 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
960x540 |
84 MB |
| Nürburgring under the snow, off screen |
> 3 Months |
960x540 |
84 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
640x360 |
275 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
640x360 |
275 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
1280x720 |
630 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
1280x720 |
630 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
1280x720 |
770 MB |
| Gamersyde No Comment: Cities |
> 3 Months |
1280x720 |
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 |
1280x720 |
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 |
640x360 |
77 MB |
| Shangai by night, motorbike |
> 3 Months |
640x360 |
77 MB |
| Shangai by night, motorbike |
> 3 Months |
1280x720 |
237 MB |
| Shangai by night, motorbike |
> 3 Months |
1280x720 |
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 |
640x360 |
49 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
640x360 |
49 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
1280x720 |
154 MB |
| Saint Petersburg in the fog on a bike |
> 3 Months |
1280x720 |
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 |
640x360 |
33 MB |
| Snowy Quebec |
> 3 Months |
640x360 |
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 |
> 3 Months |
640x360 |
56 MB |
| GC07: Intro |
> 3 Months |
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 |
> 3 Months |
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 |
|
|
| PGR4 DLC Pack announced |
> 3 Months |
|
|
| Bizarre Creations interview |
> 3 Months |
|
|
| The first 10 minutes: PGR4 |
> 3 Months |
|
|
| PGR4: Live Action vs Game |
> 3 Months |
|
|
| PGR4: Even more video |
> 3 Months |
|
|
| PGR4: Snowy gameplay |
> 3 Months |
|
|
| No Comment: PGR4 cities |
> 3 Months |
|
|
| Gamersyde No Comment: PGR4 audio design |
> 3 Months |
|
|
| More PGR4 gameplay |
> 3 Months |
|
|
| Direct Feed PGR4 intro video |
> 3 Months |
|
|
| Direct feed PGR4 gameplay |
> 3 Months |
|
|
| PGR 4 goes Gold ! |
> 3 Months |
|
|
| One PGR4 image |
> 3 Months |
|
|
| 2 PGR4 images |
> 3 Months |
|
|
| PGR4, back already |
> 3 Months |
|
|
| One PGR4 image |
> 3 Months |
|
|
| PGR4's interface detailed |
> 3 Months |
|
|
| PGR4 images |
> 3 Months |
|
|
| GC07: PGR4 Intro video |
> 3 Months |
|
|
| PGR4: Gameplay and features |
> 3 Months |
|
|
| GC07: PGR4 images |
> 3 Months |
|
|
| PGR4 screenshots montage |
> 3 Months |
|
|
| E3: PGR4 gameplay video |
> 3 Months |
|
|
| E3: Xbox 360 games montage |
> 3 Months |
|
|
| E3: Demo and trailer of PGR4 |
> 3 Months |
|
|
| The bikes in Project Gotham Racing 4 |
> 3 Months |
|
|
| One PGR4 screen, and a lot more! |
> 3 Months |
|
|
| Quebec City in PGR4? |
> 3 Months |
|
|
| 4 Project Gotham Racing 4 images |
> 3 Months |
|
|
| Project Gotham Racing 4 images |
> 3 Months |
|
|
| Images and video of PGR4 |
> 3 Months |
|
|
| X06: PGR4 teaser |
> 3 Months |
|
|
IS WRONG
Since 1300 Days
2007-08-01 18:50:01 In reply to GriftGFX (2007-08-01 18:40:46)
Mr Pant
siesSince 1024 Days
2007-08-01 21:22:29
You guys complaining about a good looking game? Sigh.
I'm glad we can't race at night. I'm scared of the dark. Oh God. My text is in the dark! HALP!
---
Phaethon, the forum Spectre.
He can also
ban your ass!
Since 1178 Days
2007-08-01 21:28:46
We can race at night -- but on night time tracks, we can't race in the day light! I think we're complaining because a feature of PGR3 has now gone missing.. but we're also acknowledging that it's been replaced by other features and content so it's more forgivable.
IS WRONG
Since 1300 Days
2007-08-02 00:43:12 In reply to GriftGFX (2007-08-01 21:28:46)
Since 1050 Days
2007-08-02 01:49:38 In reply to LEBATO (2007-08-01 18:23:42)
http://www.bizarrecreations.com/article.php?articl...
Bizarre's solution isn't one I would have chosen, but it works and the results are quite impressive.
Sometimes you have to give the developer an opportunity to explain their position before you run into a forum declaring "huge dissapointment" Although I know you weren't attacking Bizzarre, only the DVD9 format.
He can also
ban your ass!
Since 1178 Days
2007-08-02 02:01:38 In reply to GrimThorne (2007-08-02 01:49:38)
Bizarre's solution isn't one I would have chosen, but it works and the results are quite impressive.
Sometimes you have to give the developer an opportunity to explain their position before you run into a forum declaring "huge dissapointment" Although I know you weren't attacking Bizzarre, only the DVD9 format.
Since 1201 Days
2007-08-02 02:13:29
Well, if I recall right we lost a couple of settings from 2 in 3 too. Or maybe it was from 1 to 2...
I think there was like day, night and dawn/dusk? Or did I dream that?
IS WRONG
Since 1300 Days
2007-08-02 06:28:04 In reply to GrimThorne (2007-08-02 01:49:38)
Bizarre's solution isn't one I would have chosen, but it works and the results are quite impressive.
Sometimes you have to give the developer an opportunity to explain their position before you run into a forum declaring "huge dissapointment" Although I know you weren't attacking Bizzarre, only the DVD9 format.
Since 492 Days
2007-08-02 13:47:09 In reply to Acert93 (2007-08-01 04:02:56)
Parallax Mapping is not pixel shader light / vertex shader heavy, and it doesn't require a tesselation unit.
Unified shaders is a hardware implimentation that has not obscured the distinction between vertex and pixel processing (or ROP processing either) in the way you are suggesting.
Virtex shading deals with vertices (geometry) and pixel shading deals with pixels. Vertex shaders can use textures (vertex shading, R2VB) to augment real geometry; pixel shaders can use textures (various bump maps like normals and parallax maps) to augment pixels to appear to represent geometry -- hence drawing flush to geometry with a parallax map will clearly show the geometry hasn't been altered.
Edit: Wiki is your friend (as it seems you don't believe me).
http://en.wikipedia.org/wiki/Displacement_mapping
Parallax mapping is implemented by displacing the texture coordinates at a point on the rendered polygon by a function of the view angle in tangent space (the angle relative to the surface normal) and the value of the height map at that point. At steeper view angles the texture coordinates are displaced more, and so give the illusion of depth due to parallax effects as the view changes.
Parallax mapping described by Kaneko is a single step process that does not account for occlusion. Subsequent enhancements have been made to the algorithm incorporating iterative approaches to allow for occlusion and accurate silhouette rendering[2].
Stable real bump mapping requires either a built in shader programming unit on the GPU (vertex shader) or a dedicated vector processing unit connected to the GPU. The GPU must also have multi-pass rendering capabilities or bump mapping will be the only type of texture effect available due to a two texture layer limit.
The Emotion Engine on the Sony PlayStation 2 is an example of handling bump mapping through a vector processing unit. Sony included 2 vector processors rather than a GPU shader that could be used for bump mapping operations. The system could calculate height maps independently while the per-pixel calculations were carried out in one of the vector processing units. Unfortunately this capability was not used much until nearly the end of the system's life cycle with games such as Hitman: Blood Money[1].
Most other systems, including the Sony PlayStation 3, Microsoft Xbox, Microsoft Xbox 360, and most PC graphics cards do bump mapping using pixel shaders.
You are confusing yourself over terms. You need to make clear distinctions between methods in your points.
I already explained the terms I was using and how I was using them. If you want to ignore them and all we are doing is arguing over terms.
We won't come to proper analysis if you do not define what you mean when you use terms like bump mapping. Obviously you believe it to be a pixel shader process.
I'm telling you that it is not - but also that the effect can be run on pixel shaders.
I can't explain that any simpler.
IS WRONG
Since 1300 Days
2007-08-03 04:51:08
Uh oh, time to use my new pic.

He can also
ban your ass!
Since 1178 Days
2007-08-03 05:11:31
More like, "Caution: Misinformation ahead!"
IS WRONG
Since 1300 Days
2007-08-03 05:13:28 In reply to GriftGFX (2007-08-03 05:11:31)
Since 1117 Days
2007-08-03 17:38:26 In reply to ItsOK_ImaNinja (2007-08-01 01:22:44)
Since you call a pixel shader a vertex shader because its using vector math then in your world there is only a vertex shader ? because I can't think of a time when I didn't use Vector math in a pixel shader.
In the new world of unified shaders, it's best to just call it shading - I guess.
All forms of bump mapping, including parallax require vertex shading, which is basically heavier as you move towards parallax mapping.
And I see that the old play on words of confusion is at it again.
To clear things up:
Parallax Mapping = Displacement mapping
Virtual Displacement mapping = somebody just made that up - it's a dirty fast way of doing Parallax mapping, which is the same as Displacement mapping.
You could also call Virtual Displacement mapping = Virtual Parallax mapping
Now people have taken to calling parallax mapping the dirty fast way of doing displacement mapping, which you appear to be doing - but forgive me for saying, that is just wrong.
As far as I can remember:
Parallax Mapping = Displacement mapping
Parallax Mapping != Virtual Displacement mapping
Virtual Parallax Mapping = Virtual Displacement mapping
Make sense?
Since 510 Days
2007-08-03 17:52:26
This thread got good.
Since 492 Days
2007-08-04 19:02:54 In reply to newbielives (2007-08-03 17:38:26)
Obviously, a pixel shader can be used to apply a pixel only affect like a screen filter for example, or even AA.
But the same can be accomplished by using a vertex shader - its all about how you approach the task.
Shaders are just specialized processors that handle certain types of tasks really well.
There's nothing that a shader can do that a normal processor can't do slower.