http://ps3.nowgamer.com/news/5105/killzone-3-3x-more-polygons-than-killzone-2
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[quote="article"] - The game now uses 100 per cent of the Cell processor's powerspazzx625I find that difficult to swallow...
Naughty Dog said it best, let me quote :P
'"Any developer who gives you a "percent of system used" answer is blowing smoke. The truth is that every developer uses 100% of the systems power on every game. Some just get more out of that 100% than others. And game after game, we ALL get more out of systems than we did on the previous title.
Think of it this way. If the system is a glass, some developers pour in rocks till the glass overflows and then call it quits. They would claim that they use 100% of the systems space. And it is true that no more rocks fit. Some will even put in a rock too many and the game plays slow or runs funny. But there is still some space left for smarter developers.
They pour pebbles into the cracks left by the rocks, and they get more into the glass. Then they call it 100% full. But some Developers will then pour in sand, to fill the cracks between the pebbles. They get even more out of the system, yet it is still just 100% full. Some developers go the extra distance, and they pour in water. Then the glass is truly full, right? Sure, but just for this title, because some of the rocks can be replaced with pebbles that do the same thing, if you work hard at it. And some of the pebbles can be made into sand. And some sand can be pressed to water.
No developer ever gets a glass filled with only water, no developer has that much time, so no developer truly fills the glass. We just get more and more out of the 100%."
I find that difficult to swallow...[QUOTE="spazzx625"][quote="article"] - The game now uses 100 per cent of the Cell processor's powerMushroomWig
Naughty Dog said it best, let me quote :P
'"Any developer who gives you a "percent of system used" answer is blowing smoke. The truth is that every developer uses 100% of the systems power on every game. Some just get more out of that 100% than others. And game after game, we ALL get more out of systems than we did on the previous title.
Think of it this way. If the system is a glass, some developers pour in rocks till the glass overflows and then call it quits. They would claim that they use 100% of the systems space. And it is true that no more rocks fit. Some will even put in a rock too many and the game plays slow or runs funny. But there is still some space left for smarter developers.
They pour pebbles into the cracks left by the rocks, and they get more into the glass. Then they call it 100% full. But some Developers will then pour in sand, to fill the cracks between the pebbles. They get even more out of the system, yet it is still just 100% full. Some developers go the extra distance, and they pour in water. Then the glass is truly full, right? Sure, but just for this title, because some of the rocks can be replaced with pebbles that do the same thing, if you work hard at it. And some of the pebbles can be made into sand. And some sand can be pressed to water.
No developer ever gets a glass filled with only water, no developer has that much time, so no developer truly fills the glass. We just get more and more out of the 100%."
well informed post there man. Good ReadI find that difficult to swallow...[QUOTE="spazzx625"][quote="article"] - The game now uses 100 per cent of the Cell processor's powerMushroomWig
Naughty Dog said it best, let me quote :P
'"Any developer who gives you a "percent of system used" answer is blowing smoke. The truth is that every developer uses 100% of the systems power on every game. Some just get more out of that 100% than others. And game after game, we ALL get more out of systems than we did on the previous title.
Think of it this way. If the system is a glass, some developers pour in rocks till the glass overflows and then call it quits. They would claim that they use 100% of the systems space. And it is true that no more rocks fit. Some will even put in a rock too many and the game plays slow or runs funny. But there is still some space left for smarter developers.
They pour pebbles into the cracks left by the rocks, and they get more into the glass. Then they call it 100% full. But some Developers will then pour in sand, to fill the cracks between the pebbles. They get even more out of the system, yet it is still just 100% full. Some developers go the extra distance, and they pour in water. Then the glass is truly full, right? Sure, but just for this title, because some of the rocks can be replaced with pebbles that do the same thing, if you work hard at it. And some of the pebbles can be made into sand. And some sand can be pressed to water.
No developer ever gets a glass filled with only water, no developer has that much time, so no developer truly fills the glass. We just get more and more out of the 100%."
Pretty much this, and i think devs refer to 100% usage as how close they are to reaching the theoretical limit of the chips performance so yeah ND say it well.I thought they used nurbs, not polygons..xsynthNope, its poly's and some models can take around 30 million depending on the model. I.E. the hands in a FPS is going to have more poly's than a full blown enemy. Its not hard to make a high poly object at all though. What makes things difficult is having a limit set so the fps doesn't take a nose dive when the main character comes into play.
I'm more interested in what smoke and mirrors they used to allow a high poly count while keeping a good fps.
Nope, its poly's and some models can take around 30 million depending on the model. I.E. the hands in a FPS is going to have more poly's than a full blown enemy. Its not hard to make a high poly object at all though. What makes things difficult is having a limit set so the fps doesn't take a nose dive when the main character comes into play.[QUOTE="xsynth"]I thought they used nurbs, not polygons..Ninja_Zombie83
I'm more interested in what smoke and mirrors they used to allow a high poly count while keeping a good fps.
Ah, must have just been #1 that was nurbs then[QUOTE="Ninja_Zombie83"]Nope, its poly's and some models can take around 30 million depending on the model. I.E. the hands in a FPS is going to have more poly's than a full blown enemy. Its not hard to make a high poly object at all though. What makes things difficult is having a limit set so the fps doesn't take a nose dive when the main character comes into play.[QUOTE="xsynth"]I thought they used nurbs, not polygons..xsynth
I'm more interested in what smoke and mirrors they used to allow a high poly count while keeping a good fps.
Ah, must have just been #1 that was nurbs thenwarning: tech babble aheadWell if you want to get into it, NURBs UV modification is limited to the selection and transformation ONLY. Its not possible to select and modify the explicit NURBS UV by patch or isoparm, so NURBS are grerat for pre-rendered tasks instead of game model otherwise you will need to constantly convert them to polys.
Most characters are built from two meshes: a realtime mesh with thousands of triangles, and a detail mesh with millions of triangles. A distributed-computing application which raytraces the detail mesh and, from its high-polygon geometry, generates a normal map that is applied to the realtime mesh when rendering. The result is in-game objects with all of the lighting detail of the high poly mesh, but that are still easily rendered in real time...unlike NURBS.
Technique wise, its just a heck of a lot easier to mess with poly's, meshes and verts. Not one instructor in my university really goes into NURBS as something we need to learn over Maya and 3d Studio Max....Thank...God.
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