Quote:
Originally Posted by ChrisDNT
"I always hate it when the quality isn't consistent throughout..."
Like for instance the ultra-sharp houses floating over low-quality ground textures ?
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No, although that's also an issue (one that will fortunately go away with higher texture and AF settings, as shown in previous screens). I was more thinking of going from the Gladiator cockpit to the P-47 in Il2. Or watching some of the legacy 3D models in DCS along with some of the latest ones with 150.000+ polygons.
Quote:
"On the other hand polygon crunching isn't such a big deal anymore..."
Yes, today, you can design a very nice cow, with few polys, BUT with a very high texture baked back from a very detailed model (with softwares like Zbrush, Mudbox, Mari or 3dCoat). I still wonder why these softs have not been used for the ground textures ?
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Baked-in shadows don't work well with dynamic lighting conditions, which is why Oleg probably sticks with bump mapping for the terrain (rarely shown so far unfortunately). And the models we've seen from planes over ground objects to seagulls already has a very conservative polygon count and are using various tricks to make them look more complex (just check how many of the vehicle surface features are done with bump mapping).
But that's not really my point - what I'm saying is, polygon count is not really the problem (for rendering ground personnel or traffic), so using "sprites" is not the solution. Such objects will not eat a current GPU: