Call of Duty Next Gen Tesselation demo: New pics and video.

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alexwatchtower

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#1 alexwatchtower
Member since 2010 • 1561 Posts

Consoles can now do tesselation/adaptive LOD/sub-D. I'm excited.

Water looks great in the video!

Before:

ibxmN9GtB043fJ.png

 

After:

 iqO7Z6A343H9M.png

 

Before:

ikaA5gQxK0BJg.png

After:

iePsmQHHtPRcY.png

 

 Before:

iXxnKjwvuWKuA.png 

After:

iMvySwkMQFfFB.png

Overall the game looks good to me considering they didn't revamp the engine yet for next-gen consoles. I really like the adaptive LOD or subdivision on the gun scope. They will use it for when models get close up to you, but will tone it down when they get further away to allow for larger scenes and nice frame rates. That's cool. Should save a lot of processing power and allow for more detail up close. I hope they can make it smoother as we go on because I couldn't help it was a little jittery in at the reveal. There will be an even bigger jump for some of these series when they finish upgrading to next-gen engines, build from the ground up as we move forward into next-gen.

 

Don't read it if you're impressed with this:

 [spoiler] Activision, you're going to have to do better than this especially since you bastards are one of the main publishers who don't want used games anymore. I guess it's not bad to know we have tesselation, especially the adaptive LOD or subdivision effect, as a multiplatform standard at launch on first generation games, but those rocks suck even after tesselation as does the ground in between! Can't even tell what the hell it is. What I can tell is that they took the time, and the ground and rocks were initially modeled in 3D but then they turned it into an all in one flat low res, messy ass texture so they could apply a cheap effect...muahahah. That's part of the reason why the game has that low-res look. Euclideon please save us and bring out your Unlimited Detail Engine for next gen consoles! Tesselation is sooo early 2000s. We could have unlimited rocks made of real geometry that don't behave like they're attached to a flat sheet of paper if they figure out even a hybrid engine.

2011 tech, without even using your GPU.

euclideon.jpg [/spoiler]

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wis3boi

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#2 wis3boi
Member since 2005 • 32507 Posts

Welcome to 2007, Call of Duty

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creativedev

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#3 creativedev
Member since 2013 • 25 Posts
Euclideon way: Repeat some few hi-res objects a million times and promise unlimited details. Oh it's static and take hours to convert? Geospatial industry, here we come...
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#4 alexwatchtower
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Euclideon way: Repeat some few hi-res objects a million times and promise unlimited details. Oh it's static and take hours to convert? Geospatial industry, here we come...creativedev

I think you are confused. The conversion numbers they mentioned was just for converting raw 3D laser scanned point cloud data to their engine. That's not an issue because you're not going to be converting anything during the game. 

Euclideon's rocks wouldn't be static because collision detection is possible with point clouds. Those COD rocks are static though. Worse, they're just a texture that gets poked up by some geometry. Try moving one when you play the game! Shoot your rocket launcher at it. See if anything happens. 

The sad part is today 3D modelers still have to model those rocks in 3D anyway. They just can't afford to run the geometry. That's why we have tesselation and it's nothing but a hack to deal with the fact we can't afford to run that. But since they're already modelling things like this, it's actually a no brainer for Euclideon because they've already built a polygon converter. That's where the converstion would take place, but that's something that happens during development, not in-game.