![]() |
|
|||||||
| IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games. |
![]() |
|
|
Thread Tools | Display Modes |
|
|
|
#1
|
|||
|
|||
|
Heliocon!!!
Tesselation is not the magic wonder you seem to think it is. From your posts it's obvious that you don't know how it and other features common in computer gaming work. |
|
#2
|
||||
|
||||
|
Heliocon, LOD models (i.e. switching to lower poly models at a distance) have been in Il-2 since 2001, for crying out loud. Never mind SoW. Tessellation is just like normal/parallax mapping in its effects, if not in its inner workings.
|
|
#3
|
|||
|
|||
|
Like Oleg said, tesselation can be useful for human body, uniforms, wheels, etc.
I think it would also be great for the railway ballast to look more 3d instead of flat and for the bomb craters. You can't make everything with tesselation because there is only a small number of tesselation units on the GPU. |
|
#4
|
|||
|
|||
|
I think what Oleg was hinting at in one of his posts was that he was going to wait and see if this intonation of tessellation sticks around for a little longer and becomes the industry standard. There are already a few games that use it, but most of those are FPS with established graphics engines that only require a bit of work to implement. SOW is starting from scratch, so it would be a phenomenal waste of time and resources on something that might be dropped next year or DX release for something better.
If SOW is going to be the sim Oleg hopes with some real longevity I'm sure they will implement it into the next release or maybe even a patch later on. I just hope that any patching to the engine they do for future titles is backwards compatible so it can also be done to BOB and people who want to still fly over the channel can benefit as well as those over Moscow or Korea. |
|
#5
|
|||
|
|||
|
LOD and Tesselation are different effects. LOD requires making more then one model, tesselation does not. Tesselation is mapped onto the model, so you could use 1 model and have its polygon count gradually increase as it gets closer. LOD is not gradual it switches out a low count for a high count model at distance which creates often a "popping" effect. Also it should be noted LOD means either the game has to page the harddrive, or you store the models in your ram which takes up space, which tesselation does not.
Last edited by Heliocon; 12-29-2010 at 12:17 AM. |
|
#6
|
|||
|
|||
|
Actually what you describe is using tesselation for continuous LODs in contrast to distinct LODs, which is the classic technique; but let's skip the semantics...
Quote:
Quote:
You previously said the game would be "badly coded" when not using tesselation, and that without it all planes would have to be rendered at full quality all the time. That's why the standard LOD approach was brought up, and as it doesn't come with an additional calculation overhead, can make use of geometry instancing for much improved performance, is perfectly compatible with GPUs from several generations and vendors and doesn't need a completely new modeling approach, it certainly looks like the better solution at the moment. Nobody is against tesselation as such, but right now the technology simply isn't mature and widespread enough. |
|
#7
|
|||
|
|||
|
Quote:
Like said though from what I have "heard (as I have never worked wit tesselation or that type of 3d graphics) it should be very easy to convert the models for tesselation (says Nvidia). But going from that you only need 1 model which auto scales. Reason I am advocating for it is because DX9 and DX10 have hit the end of their lives. Windows will no longer support xp in 2011 (I believe, dont know which month it official stops) and vista soon after. DX10 was horribly but Win 7 / DX11 is where everyone is going to, check out steams statistics on users hardware. Win7 64 bit is already the most common, and with the new second gen dx11 cards these graphical effects are the bread and butter of the coming (well actually this) generation. I am not sure though about LOD and its interaction with lighting vs tesselation over various distances. One thing we havent touched on is the terrain (not planes or buildings). Maybe it would be better used on the ground due to the nature of the geometry (nothing than having a line in your vision where trees suddenly "appear" etc. Last edited by Heliocon; 12-29-2010 at 03:27 AM. |
|
#8
|
|||
|
|||
|
Quote:
Just parroting - "you think tesselation is magic" people here on the forums are sad, especially because you havent yet told me why what I am saying is in any way incorrect or even advanced your own posts about it (except for the post commenting on LOD which I addressed). |
|
#9
|
|||
|
|||
|
Quote:
The technology as it stands right now is for mapping more detail to surfaces, not for replacing LOD stages. Maybe in the future it will do that, but not now. Anyways it's a moot point since it has not been implemented in the code so far, and if it is, it will probably be used strictly for examples other posters have already mentioned. |
|
#10
|
|||
|
|||
|
That was a cop out, what did I say exactly that gave you that impression? Tesselation is exactly what I said it was, it increases the polygon count of an object. You are the one who does not understand how it works.
Can it be used to turn a flat plane, with a bump mapped brick wall texture into actual geometry/model = yes Can it increase the polygon count of a wheel/head/round object so instead of lots of little planes (like an octogon) it creates a round surface (to the eye) = Yes. Can it be used to give increasingly high detail levels to the geometry of a plane/house/landscape as you approach it, working from a base model to smoothly add more and more detail without paging the harddrive? = Yes It does what LOD does, but more efficiently, and even if it didnt nothing I have said is false. You are the one misunderstanding its function, it can be used to create geometry from a flat surface or like said tesselate objects as it does in Metro 2033 (albeit badly because it was thrown in late). It does not replace LOD but it adds more geometry as you move closer, so in effect its the next step from LOD as its progressive "intelligent" enhancement instead of just loading a completely new higher def model. Also it has been used for LOD in Civ5, so you are flat out wrong on that (also used for the terrain especially mountains). As you have said we dont know if it is in the code or not, unless you are on the development team like others made clear earlier we dont have much of an idea of how or what will be in the game or not for graphical features. Who knows, they could of extended release back 2 months to add DX11 features in, why else would they be working so closely with Nvidia? Last edited by Heliocon; 12-29-2010 at 06:20 AM. |
![]() |
| Thread Tools | |
| Display Modes | |
|
|