Why are curved surfaces in 3D games so problematic?

This topic is locked from further discussion.

Avatar image for nameless12345
nameless12345

15125

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#1 nameless12345
Member since 2010 • 15125 Posts

One of the things I still don't quite understand is why modern games still don't used true curved surfaces (NURBS). I mean, the Unreal Engine could already calculate them, but there are no games sporting them. Is it really so hard to make a curved surface in 3D graphics?

We have mind-blowing effects, but games still look a little blocky.

So instead of just using real curves (like I said, NURBS), they're now using hardware tesselation, which is, imo, the much more ineffective way (they're basically just inceasing polygon counts which is taxing on the hardware).

I was really almost convinced that the current-gen consoles will have real curved surfaces, but not even PCs have them.


Discuss.

Avatar image for Ilikemyname420
Ilikemyname420

5147

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#2 Ilikemyname420
Member since 2007 • 5147 Posts

One of the things I still don't quite understand is why modern games still don't used true curved surfaces (NURBS). I mean, the Unreal Engine could already calculate them, but there are no games sporting them. Is it really so hard to make a curved surface in 3D graphics?

We have mind-blowing effects, but games still look a little blocky.

So instead of just using real curves (like I said, NURBS), they're now using hardware tesselation, which is, imo, the much more ineffective way (they're basically just inceasing polygon counts which is taxing on the hardware).

I was really almost convinced that the current-gen consoles will have real curved surfaces, but not even PCs have them.


Discuss.

nameless12345

Nurbs are turned into polygons during rendering, so not only would games still have to render the polygons as if it were a mesh, it would also have to convert them from nurbs. It would be highly inefficient for games.

Avatar image for TheMoreYouOwn
TheMoreYouOwn

3927

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#3 TheMoreYouOwn
Member since 2010 • 3927 Posts
Nurbs are used during the modeling and animating process because it keeps the poly count low and easier to work with. Final renders have them converted to polies, and it takes a hell of a lot of polies to get something as curved as a nurb.
Avatar image for commander
commander

16217

Forum Posts

0

Wiki Points

0

Followers

Reviews: 11

User Lists: 0

#4 commander
Member since 2010 • 16217 Posts
I didn't know how they would make that real curved surfaces. I do know polygons are triangles and maybe because of that you get the carving (i suppose that's what you meant) but Antialiasing makes that go away (it isn't visible anymore anyway) . It's also taxing on the hardware but even my hd 5770 can use 4 x aa in 1280 x 1024. I think 16 x aa or 32 x makes it completely invisible but you need a very strong card for that
Avatar image for Nintendo_Ownes7
Nintendo_Ownes7

30973

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

#5 Nintendo_Ownes7
Member since 2005 • 30973 Posts

[QUOTE="nameless12345"]

One of the things I still don't quite understand is why modern games still don't used true curved surfaces (NURBS). I mean, the Unreal Engine could already calculate them, but there are no games sporting them. Is it really so hard to make a curved surface in 3D graphics?

We have mind-blowing effects, but games still look a little blocky.

So instead of just using real curves (like I said, NURBS), they're now using hardware tesselation, which is, imo, the much more ineffective way (they're basically just inceasing polygon counts which is taxing on the hardware).

I was really almost convinced that the current-gen consoles will have real curved surfaces, but not even PCs have them.


Discuss.

Ilikemyname420

Nurbs are turned into polygons during rendering, so not only would games still have to render the polygons as if it were a mesh, it would also have to convert them from nurbs. It would be highly inefficient for games.

This I used Maya before and we had to convert them to polygons before we rendered or during rendering.

Avatar image for painguy1
painguy1

8686

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#6 painguy1
Member since 2007 • 8686 Posts

Can't NURBS cause problems with animating complex objects? Performance problems mainly? IDK i dont rly use NURBS. Poly's & Subdivision is what i do.

Avatar image for Kinthalis
Kinthalis

5503

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

#7 Kinthalis
Member since 2002 • 5503 Posts

Enter tessellation. But you'll only see it used to any extent on the PC and only with DX 11.

Avatar image for nameless12345
nameless12345

15125

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#8 nameless12345
Member since 2010 • 15125 Posts

By the way, what does SMG use? High poly counts? Because the curves in that game look pretty nice (if jaggy).

Avatar image for Jynxzor
Jynxzor

9313

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#9 Jynxzor
Member since 2003 • 9313 Posts
The lower resolution of the Wii helps especially if you have it on a SDTV, I find most Wii games get really "Sharp" once I try them HD.
Avatar image for bobbetybob
bobbetybob

19370

Forum Posts

0

Wiki Points

0

Followers

Reviews: 7

User Lists: 0

#10 bobbetybob
Member since 2005 • 19370 Posts

By the way, what does SMG use? High poly counts? Because the curves in that game look pretty nice (if jaggy).

nameless12345
I'm pretty sure Galaxy uses normal maps (which not a lot of Wii games do) which would explainer the smoother edges and finer details you can get (yes I know normal maps don't alter the silhouette of an object but if you can normal map tons of background objects then it means you can save tris to make other stuff smoother.
Avatar image for chikenfriedrice
chikenfriedrice

13561

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#11 chikenfriedrice
Member since 2006 • 13561 Posts

bunch of nerds talking about nurbs

Avatar image for nameless12345
nameless12345

15125

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#12 nameless12345
Member since 2010 • 15125 Posts

bunch of nerds talking about nurbs

chikenfriedrice

I fail to see what your statement adds to the thread.

Avatar image for cyanblues
cyanblues

312

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#13 cyanblues
Member since 2004 • 312 Posts

[QUOTE="chikenfriedrice"]

bunch of nerds talking about nurbs

nameless12345

I fail to see what your statement adds to the thread.

don't mind him he's just mad because he doesn't understand what we're talking about

as for the post, because it takes too many poly's for curved surfaces, and as someone said earliar, enter tessilation. which i dont know why it never caught on during the ati 8500 truform and nvidia npatches days.

Avatar image for KungfuKitten
KungfuKitten

27389

Forum Posts

0

Wiki Points

0

Followers

Reviews: 42

User Lists: 0

#14 KungfuKitten
Member since 2006 • 27389 Posts

Well you could describe a curved tri using one additional point, right?
I have no idea about this stuff... everything is probably not build to use something like that... but if it were, wouldn't that be more efficient than having many polygons to make a curve?
There's probably a very good reason that this isn't done :P and i'm curious. If i have to guess it's because a formula that returns what you see of such a curve is more taxing than having a few dozen additional polygons.

I do remember a game.... called Evolva? Ages ago. I remember very vaguely that a gaming magazine noted that the engine they used was build around making curved stuff possible or way more efficient than before. Maybe they were on to something?

Avatar image for XenonRadon
XenonRadon

63

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#15 XenonRadon
Member since 2005 • 63 Posts

I was really almost convinced that the current-gen consoles will have real curved surfaces, but not even PCs have them.

nameless12345

Heh, I remember being convinced that the "N2000" (who remembers that term?) would be 256-bit and use NURBS instead of polygons.

Avatar image for painguy1
painguy1

8686

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#16 painguy1
Member since 2007 • 8686 Posts

[QUOTE="nameless12345"]

By the way, what does SMG use? High poly counts? Because the curves in that game look pretty nice (if jaggy).

bobbetybob

I'm pretty sure Galaxy uses normal maps (which not a lot of Wii games do) which would explainer the smoother edges and finer details you can get (yes I know normal maps don't alter the silhouette of an object but if you can normal map tons of background objects then it means you can save tris to make other stuff smoother.

Galaxy mostly uses Environment Map Bump Maps. There is very little normal mapping in the game.