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IL-2 Sturmovik The famous combat flight simulator. |
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#1
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I think too that's impossible because that would be too much processing power needed. |
#2
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#3
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Now add another trick, normal mapping (Dot3 bump mapping). Simplified, it's a texture, which tells the card to add extra height/thickness to a point on a model. Say white is very high/thick and black is nothing/zero. Lay a black&white noise texture over the crater and you get the inside surface to look like it's just exploded and it's covered with clumps of dirt and sand. These effects should have little effect on the frame rate, as they can be distance-indexed, so they start to show only when you get closer. Similar to the LoD models aircraft have. Bump mapping is an optical illusion, normal mapping really adds surface detail. Left is bump-, right is normal-mapped. Notice the visual edge of the spheres: ![]() |
#4
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. Oleg said a couple of times that craters will be bump mapped or similar (tessellation maybe), hopefully using the latest graphics technology for DX11. I find it amazing what the new techniques can add to a flat modelled surface: Video of tessellation on/off, a comparison: Tessellation explained: OFF/ON ![]() ![]() ![]() ![]() ![]() ![]() ![]()
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 11-01-2010 at 12:10 AM. |
#5
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Surely this is not just a difference between ON and OFF. Those are completely different 3D objects being shown. Don't think just adding tesselation will magically make roof tiles in the right shape. Or?
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#6
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![]() The thing is, however, that this is hardly of any use in flightsim (appart from the cockpit model and water visual effects), since from the distance, a player usually see other objects in-game, the normal map works as good, as this feature. PS On a second thought, this feature also can be used for finer ground surface generation, where even a small bumps can be modeled. Last edited by SaQSoN; 11-01-2010 at 12:47 PM. |
#7
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I hope professional 3D people will be able to enlighten us sooner or later ![]() |
#8
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Yes, I was also thinking of the railways...beaches (stones...rocks), cliffs. Even façades of bigger object buildings. ![]()
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 11-01-2010 at 02:49 PM. |
#9
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This is exactly, how it works in the DX11, fully automatically. Basically, this feature replaces normal mapping feature. the later one is kind of "fake" 3D, which uses lighting effects to simulate small details. On the screenshot with the steam engine you can see "3D" rivetts, done with normal mapping. However, they only look 3D, while actually being flat.
Now, should the game support DX11 tesselation, at a certain distance (usually very close), the rivetts would become real 3D, in the following way: the polygon, this rivetts are painted on, would be tesselated into a HUGE number of a smaller polygons, which will be then displaced, using the same normal map as a displace map and form real 3D objects. Quote:
As I said above, you would see distictive difference between displacement map and normal map only very close to the object. In a flight sim player very rarely sees objects that close (except cockpit, offcourse). Quote:
So, generally speaking, if someday Oleg's programmers will decide to include support of this technology into the game, his models will work well with it without any change. |
#10
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The picture: They are the same, but of course the model must be mapped in the correct way for the 3D effect to show...that is the wonder of this new graphics technology. It causes a lot less demand on your system than actual polygon modelling. I think you need a dX11 compatible graphics card to enjoy the benefits of it.
__________________
All CoD screenshots here: http://s58.photobucket.com/albums/g260/restranger/ __________ ![]() Flying online as Setback. Last edited by major_setback; 11-01-2010 at 02:44 PM. |
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