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[GI] Remedy: Next-Gen consoles are a quantum leap - Page 8  

post #71 of 181
big picture mode will change that
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post #72 of 181
The upcoming consoles will surely be a big leap from PS3/360, but that's not saying much. Usually by the time new generation consoles release, PC already has better hardware even before new release cycles; as the consoles have been in production for years. They can spend a year (cutting it very short) producing a console with GTX 690-level graphics, but by the time it releases, PC already has a GTX 890, and dual/triple/quad 690 setups at that...

As for a living room PC: I have a feeling the new LeapMotion device for PCs could change the opinion people have about a PC in the living room. We'll be able to wave tap our fingers in the air to navigate Windows, and then simply play with a game controller or even continue using our hands in the air.
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post #73 of 181
the XBOX 360 did have tessellation functionality but it was never used as it was never efficient like todays hardware but it does show the 360 did have some DX11 compatibility but mainly was DX9 due to what i mentioned a moment ago. redface.gif
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post #74 of 181
XBMC with the launcher plugin (or similar solutions) and a wireless controller should do the trick.
post #75 of 181
Quote:
Originally Posted by JunkoXan View Post

the XBOX 360 did have tessellation functionality but it was never used as it was never efficient like todays hardware but it does show the 360 did have some DX11 compatibility but mainly was DX9 due to what i mentioned a moment ago. redface.gif
Funny thing is, Wind Waker on the GameCube actually had tessellated water:
ww_water_plane.jpg

Source: http://www.polycount.com/forum/showthread.php?t=104415
 
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post #76 of 181
Article states the obvious. Are we supposed to be surprised or impressed with console graphics/performance making such a jump?

Its like saying Oh man I noticed a QUANTUM LEAP when I upgraded my 10 year old CELERON to my 2600K! WEIRD.

No crap dude. No crap.
post #77 of 181
odd term to be used here, Quantum Leap, does that mean we will be going Backwards in technology this time around?

I just don;t remember them going Forward into the future on Quantum Leap.
Quote:
Originally Posted by lordikon View Post

You can, but a lot of people don't want a PC tower in their living room (although you could make a small gaming PC), and you often still need a mouse and keyboard somewhere nearby to get into your game before you can use the controller.

Ive never tried to do so, but lets say with the 6 axis PS3, you cant use that as a mouse in Windows 7 connectied via bluetooth etc?

Ive been interested in testing this with my Wifes PC in the basement, which now my Work PC, it has Bluetooth adapter.

Wanted to dig out all my old EMU and see if i can get back into it lol
Edited by StormX2 - 8/24/12 at 10:40am
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post #78 of 181
Quote:
Originally Posted by JunkoXan View Post

the XBOX 360 did have tessellation functionality but it was never used as it was never efficient like todays hardware but it does show the 360 did have some DX11 compatibility but mainly was DX9 due to what i mentioned a moment ago. redface.gif
Quote:
Originally Posted by Nintendo Maniac 64 View Post

Funny thing is, Wind Waker on the GameCube actually had tessellated water:
ww_water_plane.jpg

Source: http://www.polycount.com/forum/showthread.php?t=104415

Wind waker appears to just be using a simple discrete LOD technique, in which it swaps the water for lower LOD in certain cases. It definitely doesn't seem to be adaptive based on distance, the vertex density of the water appears to be the same at both near and far distance. The waves in the middle image are simply added on top of the water, they don't appear to become part of the water's geometry.

Here's a larger version of the image (if you click on this), which is a bit easier to see:
http://warby.bitproll.de/misc/ww_water_plane.jpg
Or click here for the full-size image.

Forms of tesselation, like CLOD (Continuous LOD) technique, have been around for quite awhile. It works like tesselation, but in many cases in games on older hardware it only works on surfaces that can be considered a heightfield. Heightfield means that for any given X,Z (horizontal) coordinate there can be only one defined Y (vertical) coordinate. Water planes and terrains in many games are implemented as a heightfield, for efficiency reasons, and any overlapping areas are often done using 3D mesh. Things like a land bridge for example would overlap terrain and thus would require a separate model.

Here's a good visualization of a chunked CLOD being used on terrain:




Similar to Wind Waker, the above images have geometry in the distance with more vertices than necessary. The water in Wind Waker is fairly sparse in terms of vertices though, so not much optimization was necessary.

In this example we can see that the terrain is using a technique that lowers detail of terrain chunks as they get further from the camera, however, they are not using a CLOD technique, so the terrain there are still sections of terrain that have a higher vertex density than necessary. This is easily noticeable because of the pattern of straight lines throughout the mesh.




It's pretty rare to find both techniques used together though, I couldn't manage to find a screenshot of both techniques combined. For most games usually one technique or the other is plenty.
Edited by lordikon - 8/24/12 at 11:20am
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post #80 of 181
Quote:
Originally Posted by Thracks View Post

Yeah, because they're going from very early-gen DX9 hardware to late-generation DX11 hardware. PCs push graphics a long way in 10 years, and consoles are going to have the luxury of riding those coattails each and every time.

Exactly, I went from a 4870X2 to dual 6970s and was blown away by how good BF3 looked and ran. Same deal with consoles, take someone who has always seen a game in DX9 mode and never seen the same game running in DX11 mode and see how they react.
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