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Question to Devs on graphics..


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#1 Baudolino

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Posted 22 July 2012 - 04:03 AM

As the game is based on Cryengine 3 will MWO have tessalation option for gamers with proper gaming rigs or is will MWO be based on normal texture mapping?

I`m asking because from gameplay videos is doesn`t look like tesselation is enabled, but as it`s the next big thing and many games are/will use it, i was hoping to see it in MWO.


EDIT:
Dynamic tesselation is a means of generating complex geometry. This provides far superior details on a model. Consequentially it alters conditions for lighting, giving a more natural looking shadow and improved lighting effects. It also removes the LOD issues as details scale dynamically rather than using various pre-set levels of detail. Finally dynamic tessellation also generates greater depth in the picture. Currently it is being implemented in EVE-online.

It looks great and it works great with cheap and readily available graphics cards (because it scales so well). They just need to be Shader 3.0 Standard as far as i recall.

Here is a video you should see before posting:

Edited by Baudolino, 22 July 2012 - 11:25 AM.


#2 Chillybill

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Posted 22 July 2012 - 05:29 AM

Yeah, ok, whats tessalation lol

#3 Rushyo

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Posted 22 July 2012 - 05:38 AM

Quote

As the game is based on Cryengine 3 will MWO have tessalation option for gamers with proper gaming rigs or is will MWO be based on normal texture mapping? I`m asking because from gameplay videos is doesn`t look like tesselation is enabled, but as it`s the next big thing and many games are/will use it, i was hoping to see it in MWO.


Somewhere a games developer is crying at this interpretation of what tesselation is...

Addendum: Let's not forget the mathematicians, who are presumably sharpening their pitch forks.

To the OP:

This is sort of like asking 'will the game have lighting? because from gameplay videos it doesn't look like lighting is enabled, but as its the next big thing [etc, etc]'. Nobody in a position to answer this question will be able to do it with a straight face.

If anyone is intrigued what tesselation is, look here: http://en.wikipedia....ki/Tessellation

It's a process used by games developers since the dawn of... well... 3D video games.

Edited by Rushyo, 22 July 2012 - 05:44 AM.


#4 l33tworks

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Posted 22 July 2012 - 05:41 AM

I hate to see a thread unanswered. It makes me feel sad for the op.

I an not sure if tesselation will work with such huge environments like in mwo. The fps hit would be ginormous.

And its not neccesarily required for a mech but would add to the, realism. Next to impossible to implement fully atm though as everyone world need to be running it as I believe it has a big effect on.terrain and mech sizes behavior etc

Post proccessing effects can come into play easily though.

Also dont forget not everyone has the latest computer gear worth dx11.

You cant have the devs balamce the game perfectly forbeach config visually spesking.

#5 Kumakichi

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Posted 22 July 2012 - 05:45 AM

I've never seen the english language slaughtered so well in such a brief time. Well done!

#6 l33tworks

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Posted 22 July 2012 - 06:08 AM

Swype works in mysterious ways

#7 Coolant

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Posted 22 July 2012 - 06:19 AM

I would rather have decent graphics and lots of players vs incredulous graphics and few players (that can run it)

#8 Bluescuba

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Posted 22 July 2012 - 06:42 AM

View Postl33tworks, on 22 July 2012 - 05:41 AM, said:

I hate to see a thread unanswered. It makes me feel sad for the op.

I an not sure if tesselation will work with such huge environments like in mwo. The fps hit would be ginormous.

And its not neccesarily required for a mech but would add to the, realism. Next to impossible to implement fully atm though as everyone world need to be running it as I believe it has a big effect on.terrain and mech sizes behavior etc

Post proccessing effects can come into play easily though.

Also dont forget not everyone has the latest computer gear worth dx11.

You cant have the devs balamce the game perfectly forbeach config visually spesking.


LOL tessalation is fully scalable... it works like all other types of LOD

#9 Uri Brauer

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Posted 22 July 2012 - 08:48 AM

View PostRushyo, on 22 July 2012 - 05:38 AM, said:

If anyone is intrigued what tesselation is, look here: http://en.wikipedia....ki/Tessellation

Try this, instead.

#10 Rushyo

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Posted 22 July 2012 - 09:04 AM

View PostUri Brauer, on 22 July 2012 - 08:48 AM, said:

Try this, instead.


Not 'instead'. That's the thing I just referenced except in a specific implementation. Programmers have still being doing this long before DX 11 came along. How do you think games like Red Faction (the original) work? Magic fairy dust? How about dynamically tesselated planets in space games? Are you telling me those didn't exist before DX 11? They've been feasible on every computer capable of floating point calculations.

GPU-rendered displacement mapped tesselation is no more or less tesselation than pretty much all the other ways in which tesselation has been getting used in games for years. The only difference is the rest haven't had cynical marketing campaigns associated with them. Indeed, we as an industry have been doing normal mapping for years specifically to avoid this sort of high-poly work. It's only because we now have the sheer brute force of number cruching at the level we do that the industry is suddenly pretending this is something new. In reality the only thing has changed is that we've decided 'yep, we can probably get away with that now' and developed the libraries that were always possible anyway.

So I stand by my initial point. It's like stating "lighting is the next big thing" or "mapping is the next big thing". No it isn't, it's just a category of thing where an individual implementation has been cynically branded and sold as something new. A victory for the marketers. I suppose at least it's a simple way to whittle out people who have no idea what they're talking about.

Maybe I should trademark "fully raytraced lighting". I'll make in killing in a decade's time.

Edited by Rushyo, 22 July 2012 - 09:17 AM.


#11 JFlash49

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Posted 22 July 2012 - 09:23 AM

tessellation...ok moving on...

#12 l33tworks

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Posted 22 July 2012 - 09:27 AM

View PostBluescuba, on 22 July 2012 - 06:42 AM, said:


LOL tessalation is fully scalable... it works like all other types of LOD


OK I know little about 3d rendering and the programming aspects of it but can you really enable a visually significant ammount of tessellation on the map and mechs worth implementing without taking a big Fps hit?
I am just speaking from what I have seen between the same scenes tessellation on and off and the fps. hit is big

Edited by l33tworks, 22 July 2012 - 11:15 AM.


#13 Baudolino

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Posted 22 July 2012 - 10:08 AM

View PostRushyo, on 22 July 2012 - 05:38 AM, said:


Somewhere a games developer is crying at this interpretation of what tesselation is...

Addendum: Let's not forget the mathematicians, who are presumably sharpening their pitch forks.

To the OP:

This is sort of like asking 'will the game have lighting? because from gameplay videos it doesn't look like lighting is enabled, but as its the next big thing [etc, etc]'. Nobody in a position to answer this question will be able to do it with a straight face.

If anyone is intrigued what tesselation is, look here: http://en.wikipedia....ki/Tessellation

It's a process used by games developers since the dawn of... well... 3D video games.


I don`t really understand why you`re being an *** about it though.. You can clearly see the difference between normal texture mapping and dynamic tesselation. Eve-online will be implementing it and shogun 2 already has it. If they can do it, i don`t see why MWO shouldn`t be able to do it. And it`s not comparable to a situation of no light versus light. Tesselation as i understand it calculates texture in a far more detailed manner than is possible with normal texture mapping (which i`ve worked with when modding Homeworld 2. Tesselation creates new conditions for lighting and shadow, casting a far more detailed and complex frame.

It looks great and i`m wondering if it will be in MWO.

Also to Kumakichi: English is my third language and my comprehension of it is quite good.Don`t be a wise ***..At least stay on subject.


Here is an example of tesselation used in an eve demo:

Edited by Baudolino, 22 July 2012 - 11:24 AM.


#14 SyberSmoke

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Posted 22 July 2012 - 10:55 AM

Depending on the use of tessellation...I will put this forward.

YES: The game will use Tesselation as it is necessary for LOD (Level of Detail) purposes. Mainly tesselation is seen in terrain meshes as distance requires less detail. Reducing detail reduces memory load and make the game go faster. Distant object like mechs on the other hand usually have a series of LOD models that have been scaled down from the High Poly model and then hand edited to look right.

Maybe: The game MAY use Active Tessellation, also known as mesh up-scaling, to add detail and smooth out the harsh angles. Several GPU's have technologies that allow, if implemented in the engine, a graphics card to add new triangles to the mesh in an effort to smooth models and create a better render. This would work well for the terrain as it would smooth out rough spots...but many mechs are mostly hard corners and tessellating a square would be a waste of power.

There done...

#15 Baudolino

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Posted 22 July 2012 - 11:06 AM

View PostSyberSmoke, on 22 July 2012 - 10:55 AM, said:

...but many mechs are mostly hard corners and tessellating a square would be a waste of power..

This is exactly the point of dynamic tessellation- to procedurally generate geometry that gives a more natural model. Not just that, but better lighting and shadows. The are no texture popping effects as as details are dynamically rendered on the fly rather than having several pre-set levels of detail on a model (such as: far away low-poly, mid-range mid-poly and close range high-poly model).

Edited by Baudolino, 22 July 2012 - 11:23 AM.






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