<H2 class=singletitle>Posted by HipHopGamer on May 23, 2010 at 5:42 am
</H2>Brink Dev Says Xbox360 Can Handle Gigs Of Textures On Screen
Xbox360 has received another leap in graphics thanks to this new technology called ” Sparse Virtual Texturing ” from the creators of BRINK. BRINK’s in-game graphics are so close to the cinematic trailer that even Crytek will have to take notice and be ready to show off how Crysis 2 can run on the 360 in comparison.
This game is seriously looking like a hit and Creative Director Richard Ham sheds alot more light on what we can expect from this ground breaking FPS.
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Brink Dev Says Xbox360 Can Handle Gigs Of Textures On Screen
uuummmmm...Fried Beer iis a reality.
What is this game i don't even know it.Is it an exclusive?
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Nevermind its in both,so its a new texture technique that both systems and PC will have.I hope it will be usable for other titles too.
05-24-2010 #6"Everything that has ever happened has been leading up to this very moment"
"What happened to bros before hoes?" "Well, this one isn't a hoe, so she's first."
Higher res textures,thats what it means.But in what expense.This is what we don't know yet.Does it put more load to the CPU or GPU? And if so how much.But high res textures are always welcome.It can transform the looks of any game.And then there is animation etc etc,this is why i want to see whats the catch.
Of course the xbox360 cant handle gigs worth of unique textures, its only got 512mb.
It's nothing new, and its HHG just spinning **** agiain...
It requires a certian amount of tilabilty, and a lot of symmetry.
End up shot, its THE SAME **** DIFFERENT DAY AS WE HAVE ALWAYS USED.
The only difference is each mip level down has it own unitque tile or tiles.
Heres a really good example of "sparse textureing"
Notice how the enitre screen texture is only made up by cleverly re-using several smaller tiles to create a unique screen.....
High tech indeed.
So its nothing after all then?What a disappointment I thought we had something here.
This means that there is no limit on how big textures or how varying textures can be rendered.
X360 can handly very large textures and the the biggest factor is indeed the storage space and not the available memory.
Remember that the biggest advantage of virtual texturing methods is an ability to load and use only the small pieces of textures you need.
Basically with FoV of 90' and 720p image you can have almost pixel perfect environment with 6*1280*1280 texels, in reality you need some more.
It means that they can use arbitary big textures on objects, if they think it's reasonable in storage and production budget.
So its an alternative to Megatexturing?
Why is Mynd of a different opinion Jillippone? Both of you guys are developers (independent or otherwise lol) and pretty much what you say has alot of weight to me.
I have no idea why mynd dismissed SVT or why he considered it to need symmetry, nor why his example image doesn't show.
It's the son of texture atlasing and mip-clipping.
And its old. How old..1999 old...
Tiling is done so you can index different locations of the image and render different parts of the texture in different resolution.
Just think something ridiculous like 128kx128k texture on a plane, it is tiled so you can load only tiles near you in full resolution then mipmapped tiles further away and so on.
Pixel shader is used in rendering so it uses right tile at the right place.
Memory save becomes from the fact that you do not need to read into memory the whole texture, just what you need.
It's more or same to megatextures.
As I say, it has been around for years in theory,the practical aspects of it have always had various limtiations, such as blending issues between tiles. And we have already seen ID Quake Arena (I mean Quake Wars) using it.
I'm just non-too impressed with HHG slant on it being a 360 thing, its capable on any console/PC that can stream.
Splash Damage (Brink developers) were the first to implement id's Megatexture technology when they made Enemy Territory: QUAKE Wars.
Hope we see more of this game at E3.
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