DVD9 limits PGR4 (HUGE DISAPPOINTMENT)

MrArgus
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Shadowrun lol
En réponse à
ItsOK_ImaNinja
ItsOK_ImaNinja
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Posté par newbielives
PGR4 could be a game about a guy running around the city picking his nose, I really don't care what the game is, if its fun or sucky, but the problem here is that DVD9 is limiting game content from developers forcing them to come up with compromises eg cutting game content.

There will always be games that fit on DVD9 but it hurts to think that developers of new generation Sandbox type games will have to cut content to fit DVD9 eg GTA4 having a much smaller playing area then GTA San Andreas.

Sure you can make huge maps like Oblivion by repeating textures and other procedural tricks but to get a the fedility of PGR3 cities on that scale, it's just not going to happen on DVD9
The solution is fixing the lighting model, not duplicating textures. If developers go around duplicating everything then even HD-DVD and BR won't be enough.

Its very easy to find ways to max everything out. Its just as easy to run out of space on BR disk as it is to run out of space on DVD9.

Instead of CGI, use real time.
Intead of duping textures, use a better lighting model.

What matters more is the capabilities of the hardware. These systems can handle HDR lighting and can approximate global illumination. There really isn't an excuse to make the concessions they are making in PGR4 and DVD9's capacity is not an excuse.

They could just as well use neutral textures and leave it up to the lighting to do the job.

Floating around somewhere on the net is a video of PGR3 with the developer making real time adjustments to the lighting model. They just need to stick with that.

Oblivion is another perfect example. The sun is simulated in that game, and textures don't swap out of thin air. You can stand outside the whole time in Oblivion and watch the sun go up and down and you'll see a dramatic affect on the environment due to the changes in lighting.

Crackdown does the same thing.
Saintsrow does the same thing.

In fact, even the GTA games do it.
Allen Wake also does it.

Even Morrowind on the Xbox does it.
Overlord does it too.

Tons of game do it, and there's no real excuse not to have it. Duping textures seems like such a lazy excuse. While I'm sure PGR4 will still be great, and I'm going to play it - I just don't think this is a case against DVD9 so much as it is an confession by BC that they've chosen an older method of lighting and that as a result they are wasting space on DVD9 when they should be using that space to include more levels or to add more textures or higher rez textures - instead they are wasting space by duping them.
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newbielives
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I wasn't even thinking about PS3 vs 360 rant just gaming in general but if you want one then sure
Posté par Acert93
Sure you can make huge stadiums like NCAA 2008 by repeating textures and other procedural tricks but to get a the fidelity of NCAA 2008 on the 360 on that scale, it's just not going to happen on with less RAM and less graphical umpf of the RSX.
First I like to say we don't know how well Cell can work with RSX yet, maybe oneday we will only see the RSX pushing pixels and leaving all other work to Cell, and for a fact RSX can access the R, just that.it may not be as obvious right now while developers get to know the tech. The only memory limitation of PS3 is probably that the OS uses more memory then the 360. I can't remember the numbers, but it's slightly more.
Posté par Acert93
We all knew that DVD9 would have limits. But hint: So does BDR. So will your rant begin when a single game exceeds BDR? I already heard a comment that that a dev needed to cull some media to fit into 25GB -- and Kojima himself said it was a limit. And lets not forget that BDR can have some pretty poor transfer rates.
You can get around slow BDR speeds by pre loading/installing to HDD that comes standard on every PS3.
Posté par Acert93
Kind of laughable that your comments can be turned around on a console that is 1 year newer and $200 more expensive. Each system has strengths and weaknesses. Many of us -- and the market in general based on the success of the PS1 and PS2 -- believe adding an extra $200 for HD Optical media was a huge mistake.
Weird you seem to take offense to me like if I was saying 360 is the SUXORS and MS is DUMAS.

I wasn't even thinking about what they have or could have done, I was just looking at the current situation, and DVD9 is a limitation.

I owned a 360 from day 1 and just recently a PS3 which I love as a Media device, and just thinking about the possibly of Cell and RSX working together like one super GPU makes my forehead sweat(Exaggeration) ,
En réponse à
newbielives
Inscrit depuis 6954 Jours
I think the reason they have to use static lighting eg textures with pre renedered lighting on them, was to save resources, becasue even today's GPU are not exactly powerful enough to render all lighting in realtime, especially on that scale or with the illusion of *photo realisim* lighting found in PGR.
Posté par ItsOK_ImaNinja
The solution is fixing the lighting model, not duplicating textures. If developers go around duplicating everything then even HD-DVD and BR won't be enough.

Its very easy to find ways to max everything out. Its just as easy to run out of space on BR disk as it is to run out of space on DVD9.

Instead of CGI, use real time.
Intead of duping textures, use a better lighting model.

What matters more is the capabilities of the hardware. These systems can handle HDR lighting and can approximate global illumination. There really isn't an excuse to make the concessions they are making in PGR4 and DVD9's capacity is not an excuse.

They could just as well use neutral textures and leave it up to the lighting to do the job.

Floating around somewhere on the net is a video of PGR3 with the developer making real time adjustments to the lighting model. They just need to stick with that.

Oblivion is another perfect example. The sun is simulated in that game, and textures don't swap out of thin air. You can stand outside the whole time in Oblivion and watch the sun go up and down and you'll see a dramatic affect on the environment due to the changes in lighting.

Crackdown does the same thing.
Saintsrow does the same thing.

In fact, even the GTA games do it.
Allen Wake also does it.

Even Morrowind on the Xbox does it.
Overlord does it too.

Tons of game do it, and there's no real excuse not to have it. Duping textures seems like such a lazy excuse. While I'm sure PGR4 will still be great, and I'm going to play it - I just don't think this is a case against DVD9 so much as it is an confession by BC that they've chosen an older method of lighting and that as a result they are wasting space on DVD9 when they should be using that space to include more levels or to add more textures or higher rez textures - instead they are wasting space by duping them.
En réponse à
ItsOK_ImaNinja
ItsOK_ImaNinja
Inscrit depuis 6329 Jours
Posté par newbielives
I think the reason they have to use static lighting eg textures with pre renedered lighting on them, was to save resources, becasue even today's GPU are not exactly powerful enough to render all lighting in realtime, especially on that scale or with the illusion of *photo realisim* lighting found in PGR.
I don't know, it seems strange.

As far as I know, textures would not be a resource that would affect lighting very much unless they were using a lot of normal mapping or some kind of pixel shading that needs to be reprocessed with changes in the POV of the camera or changes in light intensity.

PGR may have that "photo realistic" style going for it, but the textures in the game are mostly just flat.

Other than the reflections on the cars and road surface, I don't see a ton of advanced textures. Certainly no parallax mapping.
En réponse à
GrimThorne
GrimThorne
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Posté par deftangel
As for procedural texturing, the load times in PG3 were bad enough (though they were rushing for launch so I'll let them off) but does anyone have any idea how long we'll be waiting for an entire city to load up with procedural textures? It'll be like going back to the C64 days on current hardware!
Procedural textures would be generated on the fly, you wouldn't be waiting for them to load at the beginning of a level. In the case of the 360, the texture algorithms would be loading the textures into the UMA.
En réponse à
deftangel - Hot stuff!
deftangel
Inscrit depuis 6884 Jours
Posté par GrimThorne
Procedural textures would be generated on the fly, you wouldn't be waiting for them to load at the beginning of a level. In the case of the 360, the texture algorithms would be loading the textures into the UMA.
Correct, you would still have to wait for them to be generated. Even on very fast hardware this takes time and it would take an age to render a PGR4 track. Maybe on Cell2 but not this generation.
Posté par newbielives
The only memory limitation of PS3 is probably that the OS uses more memory then the 360. I can't remember the numbers, but it's slightly more.
It's a lot more than slightly more. I don't recall what's public domain but if you follow places like Beyond3D you get a pretty good picture from the cross-platform devs. Several are on record as saying the 360 has a ton more memory to work with, plus the Unified nature of the architecture allows you to be flexible with what you have.

It's something Sony work hard on but an area they will always be playing catch up in. MS make operating systems for computer hardware for a living!
En réponse à
newbielives
Inscrit depuis 6954 Jours
Wouldn't doing parallax mapping almost be consider calculating lighting to give the illusion of geometry?

So the whole point of saving GPU resource to avoid that all that with detailed textures that match your realtime lighting
Posté par ItsOK_ImaNinja
I don't know, it seems strange.

As far as I know, textures would not be a resource that would affect lighting very much unless they were using a lot of normal mapping or some kind of pixel shading that needs to be reprocessed with changes in the POV of the camera or changes in light intensity.

PGR may have that "photo realistic" style going for it, but the textures in the game are mostly just flat.

Other than the reflections on the cars and road surface, I don't see a ton of advanced textures. Certainly no parallax mapping.
En réponse à
newbielives
Inscrit depuis 6954 Jours
You got me there, I think PS3 OS does use significantly more memory. Maybe in a future update they will introduce a longer loading screen when coming out of a game to lower the memory reservation.
Posté par deftangel
It's a lot more than slightly more. I don't recall what's public domain but if you follow places like Beyond3D you get a pretty good picture from the cross-platform devs. Several are on record as saying the 360 has a ton more memory to work with, plus the Unified nature of the architecture allows you to be flexible with what you have.

It's something Sony work hard on but an area they will always be playing catch up in. MS make operating systems for computer hardware for a living!
En réponse à
Janman
Janman
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Posté par LEBATO
No. There's only one LIGHTING available, but there are variables to that one lighting. So it's either night or day and then you get to choose fog, all kinds of rain, ice, and snow which all change the lighting a bit.

Or do you mean something else?
Basically I was just wondering why foggyness would be so good. It doesn´t bother me if I really don't have to see it. But if it is anything like random thing, then it would bother me. I like long draw distance.
En réponse à

If you are curious of which games I have enjoyed over the years, click my name.

Acert93 - Mr. Bad Cop
Acert93
Inscrit depuis 6987 Jours
Posté par newbielives
I wasn't even thinking about PS3 vs 360 rant just gaming in general but if you want one then sure
Obviously you missed my method and point.

Point: Consoles are about compromise in design (i.e. where the power is). This isn't Xbox 360 versus PS3, but, "All consoles make compromises and argueing that because 1 game hits a limit that a limitation was the incorrect decision is hasty if not considered in the context of all design decisions, limitations, and market factors".

Method: Take your example, word for word, and demonstrate in a different scenario (different game, different performance vector) that your criticism can be completely flip flopped.

The other point was your point was very tunnel vision oriented to the issues and a lot of your statements are inaccurate.
The only memory limitation of PS3 is probably that the OS uses more memory then the 360. I can't remember the numbers, but it's slightly more.
If you call over 50MB -- 10% -- slightly more. But it is more than just the OS. The Xbox 360 has eDRAM for back buffers, so the framebuffer is tiled to system memory for output. Your 720p image on the front buffer side is about 3.5MB. On the PS3 a 720p framebuffer is over 30MB, and 1080p (and 1080i at times) is over 60MB.

Now we are creeping in the territory of 80MB difference. So 15% isn't too bad, right? Considering you may have a couple hundred MBs in functional code and sound the percentage rises. So 80MB for OS, 30MB for the framebuffer, 100MBs for audio, 50MB for game related code, that leaves you about 260MB for graphic assets (various geometry and texture formats). On the Xbox 360 you are looking at 340MB -- that is a 30% difference in resources allocated for graphical assets.

Hence more than one multiplatform developer has bitched about the memory situation on the PS3. That and the split memory pools, that take more management, have performance gotchas and limitations, and more bandwidth restrictions to mitigate and balance.
First I like to say we don't know how well Cell can work with RSX yet, maybe oneday we will only see the RSX pushing pixels and leaving all other work to Cell,
And have the 8 VS on RSX sit idle and do nothing?

And use your SPEs for graphic tasks instead of running game code?

Sounds like a lose-lose situation. You are leaving performant silicon on RSX idle and using the CPU for core graphic tasks when they are needed to do the stuff that makes games fun, engaging, and deep.
and for a fact RSX can access the R,
RSX could always access R (20GB/s read, 15GB/s write over FlexIO). It isn't overly complicated and a lot of games have done it since launch. The problem is there are some performance issues. e.g. R has 25GB/s of bandwidth and with RSX you can texture (read) from R at 20GB/s (15.5GB/s realworld). Wow, 15.5GB/s of additional graphic bandwidth in addition to the 20GB/s of system memory... but here is a gotcha: In addition to only accessing 15 of the 25GB/s of system bandwidth, texturing from R also incurrs a latency penalty, i.e. it can slow you down.

Oh, and you just sucked up the majority of your system memory bandwidth (and footprint) from CELL.
just that.it may not be as obvious right now while developers get to know the tech. The only memory limitation of PS3 is probably that the OS uses more memory then the 360. I can't remember the numbers, but it's slightly more.
"only memory limtiation" is pretty inaccurate as I have shown. You have limitations to bandwidth, footprint, and resource management (split memory pools).

So, lets return to my point:

"All consoles make compromises and argueing that because 1 game hits a limit that a limitation was the incorrect decision is hasty if not considered in the context of all design decisions, limitations, and market factors".

By your reasoning, that no HD optical media was a poor design and market decision because a game has hit a store limition, the same logical conclusion can be drawn that the PS3 has been limited in many, many games in regards to system memory.

If no HD optical was a mistake in the Xbox 360, then memory limitations in the PS3 was a mistake by Sony.

The issue isn't so clear now, is it?
GTA4, why do you think the scale of this game won't be on the sacle of past GTA games. DVD9 limitation.

...

but it hurts to think that developers of new generation Sandbox type games will have to cut content to fit DVD9 eg GTA4 having a much smaller playing area then GTA San Andreas.
Wrong. As mentioned before, a game like GTA will be using more dynamic lighting and shadowing solutions due to its use of dynamic day cycle. This means less precomputed solutions (static shadow maps, light maps, maybe even fewer prebaked texture passes like AO maps, etc).

Further, GTA:SA was under 1.5GB. Sandbox games do not tend to be huge, contrary to popular opinion.

So you have put forth a conslusion, DVD9 limitations holding back the scale of GTAIV, and haven't done anything at all to substantiate this position. The current crop of sandbox games with realtime day cycles indicate this hasn't been an issue.
MS has to also support the Core system that has no hard drive, so even if that is a viable solution, they can't use it.
Not totally. Games use what is present. A lot of games have, "If HDD present, then cache; if no HDD, no cache". Users without HDDs get longer load times. The Xbox worked in a similar way.
but the problem here is that DVD9 is limiting game content from developers forcing them to come up with compromises eg cutting game content.
All games have compromises. 1 game out of 200+ hit this specific limitation, so it is now a significant issue?

What of all the other design and performance issues that crop more often?

Where is the priority? Why? How does this affect cost and reasonable market penetration?
There will always be games that fit on DVD9
Like almost all current games :|

It is statements like this that resulted in my tongue and cheek response. Truly the reverse is true, "There will always be a few games that cannot fit on DVD9..." in which case you can either span disks, cache to the HDD, or in a few cases the user will get reduced asset quality (sound, textures, mech complexity) or the developer will need to impliment unique solutions that are system specific like procedural generation.

Making a big deal out of a rare occurance -- when far more weightier issues affects many [most!] games -- and looks at the issue very narrowly (i.e. HD optical not available, limited production in 2006, HUGE expense) seems like special pleading.
En réponse à

The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."

Inflatable
Inflatable
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To make a long Acert93 story short, the Xbox 360 has limitations in storagespace, but the PS3 has bigger limitations in memory to run games then the Xbox 360, which can be considered a bigger issue then a limitation in storagespace, because it affects all next-gen games and not just the very few that need more storagespace then DVD9 offers..

There you go.. :P
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http://www.cyberwarriors.nl
http://home.xmsnet.nl/bigbear/fiat124.jpg

Acert93 - Mr. Bad Cop
Acert93
Inscrit depuis 6987 Jours
Posté par Inflatable
To make a long Acert93 story short, the Xbox 360 has limitations in storagespace, but the PS3 has bigger limitations in memory to run games then the Xbox 360, which can be considered a bigger issue then a limitation in storagespace, because it affects all next-gen games and not just the very few that need more storagespace then DVD9 offers..

There you go.. :P
See, you are good for something Inflatable ;) You can be my bulletpoint man! :P

Interestingly, there are always all kinds of tradeoffs based on design. There are cases where the PS3 memory architecture could be an advantage. But then again there are cases where DVD9 can be an advantage.

Getting bent out of shape because a developer had to mitigate a limitation isn't really a big deal unless it becomes a significant bottleneck to design and is a recurring issue without remedy.

Consoles are a lot about exploiting what you have and making the most of it and leveraging the closed design and absolute consistant performance threshholds to your advantage.
En réponse à

The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."

szaromir
szaromir
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I think smaller disc capacity will have bigger impact than big OS footprint/split memory pools eventually. You can have good textures as they are in Uncharted.

You can't blame Microsoft for that, though. Sony put BRD in their machine in order to make it future proof (and to help BRD against HD_DVD), but it made their machine very expensive, which is one of reasons why it is selling so poorly, and ultimately it won't have that long lifespan due to limited userbase (if it continues to sell so badly and 3rd parties will start to leaving PS3 after this Holiday season, Sony might be in huge trouble).

As much as someone can bitch about DVD limiting 360 games, it's weird that Microsofts games offer so much more in terms of content and gameplay length (most of Sony's games are single player campaigns only...)
En réponse à

"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox

newbielives
Inscrit depuis 6954 Jours
Now I have a second thing to worry about :( I will live longer if I just forget all this.
If what you say is true and there is no ingenius way to get around the memory limitation then hopefully the PS3 can make up for lower res Tex with better effects, animations, and higher poly models.

I will let Uncharted, Killzone2, Burnout Paradise, Rachet and Clank speak for what the PS3 can do when they are release, until then I will cross my fingers that some genius is finding away to overcome the memory limitation you speak of.

Also on a side note, the reason I seem so adament of the PS3 is that after having my 360 replaced because RedRingOfDeath, you really start to appreciate the PS3 more for its quiet stabability. Also in Canada it's only a 150$ more to buy a PS3 and you get a freaking Bluray player, Wireless connection 40GB more space and it Upscales all my PS2 games better then my shitty TV's scaler chip. I have to say after owning the PS3 it's become my (Car of choice)

You just want it to be successful.
En réponse à
szaromir
szaromir
Inscrit depuis 6772 Jours
I will let Uncharted, Killzone2, Burnout Paradise, Rachet and Clank speak for what the PS3 can do when they are release, until then I will cross my fingers that some genius is finding away to overcome the memory limitation you speak of.
I'm sure there will be impressive titles on PS3, just like there will be on 360. Consoles have similar performance, so we shouldn't be obsessed about that.:)
You just want it to be successful.
And then you have Sony becoming abolutely stagnative once they are dominant on the market, not caring about improving their shitty controllers and so on and so on.Market should be split evenly IMO so that neither console manufacturer ignores consumer needs.
En réponse à

"That just happened 'cause that was awesome" - Randy Pitchford, Gearbox

Eddy186
Eddy186
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Ce message est en mode Boulet Time (TM). Pour l'afficher, cliquez ici
Well from this thread we can obviously point out some of gamersydes' 360 and ps3 fans.

LOL, gamersyde is not turning into that big of a war, yet.
GriftGFX - He can also<br>ban your ass!
GriftGFX
Inscrit depuis 7016 Jours
Posté par Eddy186
Well from this thread we can obviously point out some of gamersydes' 360 and ps3 fans.

LOL, gamersyde is not turning into that big of a war, yet.
This seems like a pretty stable discussion so far, let's not rock the boat :P
En réponse à
Optimusv2
Optimusv2
Inscrit depuis 6908 Jours
Come to think of it... I completely forgot about that lol.

It seems playsyde and xboxyde has merged rather nicely like one big happy family :)
En réponse à

Hironobu Sakaguchi is coming back to reclaim the throne :)

October 20th 2007 (A good day)

Don't ask any questions just shut up and buy Halo : Ghosts of the Onyx one of the greatest books ever.

pssh! more like electronic gay-ming monthly! amirite

ItsOK_ImaNinja
ItsOK_ImaNinja
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Posté par GrimThorne
Procedural textures would be generated on the fly, you wouldn't be waiting for them to load at the beginning of a level. In the case of the 360, the texture algorithms would be loading the textures into the UMA.
Actually no, procedural textures would be read directly from L2 cache.
Posté par newbielives
Wouldn't doing parallax mapping almost be consider calculating lighting to give the illusion of geometry?

So the whole point of saving GPU resource to avoid that all that with detailed textures that match your realtime lighting
Parallax mapping is vertex shading intensive, not pixel. It generates geometry and requires a tessellation unit in order for it to be processed in a single pass.
En réponse à
Acert93 - Mr. Bad Cop
Acert93
Inscrit depuis 6987 Jours
Posté par ItsOK_ImaNinja
Actually no, procedural textures would be read directly from L2 cache.
Yes and No. You could generate them on demand, over and over again, and depending on the limitations of the hardware they could be done possibly with the quad or pixel you are working on or could be generated and written to memory and then called [and then destroyed]. OR you could just do them at "level load time" and start your procedural generation application and generate your procedural textures and store them into memory.

There are a lot of ways you can do procedural textures--everything from the artist design stages for generating base content to later be altered and packaged down to runtime on demand.
Parallax mapping is vertex shading intensive, not pixel. It generates geometry and requires a tessellation unit in order for it to be processed in a single pass.
Nope.

Displacement mapping is the technique of using textures to generate geometry (of which a tesselation unit is very helpful in doing single pass displacement).

Parallax mapping, or as Epic calls it virtual displacement mapping, is pixel shading intensive, not vertex. It is essentially a progression of bump mapping; in Parallax Mapping the effect is create "parallax" ie the sense of depth through the forground and background shifting independantly based upon the point of view and angle of the observer. There is no geometry created -- hence POM fails when you get flush with the real geometry (e.g. a brick wall using POM for the grouting looks real until you get flush, in whichc ase all the depth is lost and you see a flat wall). POM doesn't require a tesselation unit either; see RSX's use of parallax mapping in games like Motorstorm.
En réponse à

The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."

ItsOK_ImaNinja
ItsOK_ImaNinja
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Posté par Acert93
Nope.

Displacement mapping is the technique of using textures to generate geometry (of which a tesselation unit is very helpful in doing single pass displacement).

Parallax mapping, or as Epic calls it virtual displacement mapping, is pixel shading intensive, not vertex. It is essentially a progression of bump mapping; in Parallax Mapping the effect is create "parallax" ie the sense of depth through the forground and background shifting independantly based upon the point of view and angle of the observer. There is no geometry created -- hence POM fails when you get flush with the real geometry (e.g. a brick wall using POM for the grouting looks real until you get flush, in whichc ase all the depth is lost and you see a flat wall). POM doesn't require a tesselation unit either; see RSX's use of parallax mapping in games like Motorstorm.
Why developers would choose to anything other than have Xenos read directly from L2 cache on Xenon is beyond me, as it is very likely that even procedural textures would be delivered to Xenon first as a compressed package to be decompressed on and read to L2 cache in real time / on the fly.

Seems like it would just be the fastest way to do it.

About parallax mapping - I don't know where you are getting your info but as far as I know, even bump mapping requires vertex shading.

These effects are often just called pixel shading by pixel shaders but in reality its a pixel shading doing some vertex shading + pixel shading.

The entire effect relies on the calculation of vectors on pixels in order to create the effect. That's vertex shading, not pixel shading. The pixel shading comes in after the pixel shader has done the vertex math.

Depending on how you want to look at it, you could call that pixel shading or vertex shading. The distinction is a fine line, which is why we have unified shaders now because the real practical differences between a pixel and vertex shader is relatively small.

I prefer to call it vertex shading, as the core math is vector math. But there is nothing wrong with calling it pixel shading, as the most intensive part if pixel shading.

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?
En réponse à
Acert93 - Mr. Bad Cop
Acert93
Inscrit depuis 6987 Jours
You have no clue what you are talking about.
Parallax mapping is vertex shading intensive, not pixel.
It generates geometry and requires a tessellation unit in order for it to be processed in a single pass.
Both of these statements are incorrect and your followup obfuscates your original statements with even more foggy information.

Parallax Mapping is not pixel shader light / vertex shader heavy, and it doesn't require a tesselation unit.
In the new world of unified shaders, it's best to just call it shading - I guess.
Unified shaders is hardware resource model to adapting [essentially] math units [shaders] for a broader range of computations; current shader models still make clear distinctions between pixel shader code, vertex shader code, and geometry shader code.

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
Displacement mapping is an alternative technique in contrast to bump mapping, normal mapping, and parallax mapping, using a (procedural-) texture- or height map to cause an effect where the actual geometric position of points over the textured surface are displaced, often along the local surface normal, according to the value the texture function evaluates to at each point on the surface. It gives surfaces a great sense of depth and detail, permitting in particular self-occlusion, self-shadowing and silhouettes; on the other hand, it is the most costly of this class of techniques owing to the large amount of additional geometry.
http://en.wikipedia.org/wiki/Parallax_mapping
Parallax Mapping (also, Offset Mapping or Virtual Displacement Mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games (including open source games like Sauerbraten). To the end user, this means that textures such as wooden floorboards will have more apparent depth and realism with less of an influence on the performance of the game. Parallax mapping was introduced by Kaneko, T., et al[1] in 2001.

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].
En réponse à

The fans have spoken. Concerning the graphics of the Halo 3 Beta: "There's so many little effects and things going on that make this game pretty much 2nd only to Gears at the moment."

LEBATO - IS WRONG
LEBATO
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GriftGFX - He can also<br>ban your ass!
GriftGFX
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Yup, beautiful! I'd say that's good enough, when it comes to different lighting conditions, although I would have preferred to see the difference extend to night and day. Still, stunning visuals!
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