Quote:
Originally Posted by Kikuchiyo
The engine is undoubtedly "next gen" perhaps the graphics aren't "next gen" yet, but the engine itself is. We seem to be getting two issues confused here. It is the next engine, there has been nothing as in-depth and technical, or comprehensive before in flight sims. This I think has been the real point of contention.
Thank you for the clarification. I was just so dazzled and hadn't ever seen 2d texturing done so well I assumed it was, but thank you for pointing out my error.
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Kik - this is why I get frustrated. Everyone was started at a point where they did not know 1 thing from another. Compared to others here I know 0 about aviation or ww2 history. But when I make a comment or contest a point I try not to cast it as absolute.
(In general) Like said a big part of the thing that gets under my skin is having to argue over what is what with someone who does not know what they are saying, now you can explain it to them, but often no matter how polite it goes in circles as people jump in to make their comment then jump out, then gets pulled off into tangent arguments and a free for all where people insist that their point of view must be right because others agree (even though others are simply trolling the person or themselves dont know what is going on, which is what irritated me in this thread when thing got pulled way out of context). Once this happens for repeatedly in different threads over a period of time, often by the same people its hard to keep your cool. Many people go after tree for his comments, yes he is critical, but thats not bad. People say he doesnt care, but if he didnt he would not be here (and if he was here to flame, which trees normally try to avoid at all costs, he would of been much "louder" in his comments to incite argument).
I know this thread is not about dx11, but to avoid further misunderstandings here is a short simple demo of how direct compute and tesselation works - here though the water is the main thing which is a mix of multiple methods so ignore the tesselation title because it was paired with another video I believe (the land is tesselated, the water is direct compute I believe, but to keep it simple they didnt define the differances). Now the other thing to note is that to program or do this art by hand the normal way in Maya or other software would be litrally impossible, but using this system, it auto scales and therefore greatly reduces work load for artists. This is the video I linked to about 4-5 months ago for a suggestion on how they could do water in COD for DX11:
This video is good because it shows you how it can be applied at a distance to effectivly replace classic LOD models where normally at a distance I would swap a low res/poly model to a high res one resulting in objects suddenly changing shape. This also could be appled to terrain, so terrain close to you is as detailed as the human eye can see when close to the ground, and when you gain altitude it gradualy and discretly lowers the level of detail. By doing this we could gain all the benefits of high polygon terrain without the huge workload needed to model it and display it at a distance. Same thing for houses and buildings. This is Unigine Heaven demo, its coming close to two years old now:
You can download it and play around with the settings yourself at:
http://unigine.com/products/heaven/
Those white lines are the geometry/polygons. There are alot of "tricks" artists use in games to make you think it is a detailed surface, when in reality it is just a flat surface with bump mapping and textures applied to it to "trick" your eyes into seeing it as 3d. Now the problems with this is that it is fake, and if you look closely you can see it. Also if you look at an angle the texture warps severly and looks strange (anistrophic filtering helps reduce this).
I will leave it at here