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  1. #1
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    Brink Dev Says Xbox360 Can Handle Gigs Of Textures On Screen

    <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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    http://hiphopgamershow.com/new/2010/...ures-on-screen

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    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.
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    http://www.youtube.com/watch?v=sHZ2cooseqU&annotation_id=annotation_93283 5&feature=iv

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    I would like to know what exactly they mean.
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    Quote Originally Posted by Vulgotha View Post
    I would like to know what exactly they mean.
    I wanna know what this new texture thing is and does?
    And so this mean more textures in games now? or just its possible?
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    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.
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    Quote Originally Posted by Vulgotha View Post
    I would like to know what exactly they mean.
    It means HHG suckered you into clicking on his web site again.

    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...

    http://silverspaceship.com/src/svt/

    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.
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    So its nothing after all then?What a disappointment I thought we had something here.
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    http://www.youtube.com/watch?v=sHZ2cooseqU&annotation_id=annotation_93283 5&feature=iv

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    Quote Originally Posted by mynd View Post
    It means HHG suckered you into clicking on his web site again.

    Of course the xbox360 cant handle gigs worth of unique textures, its only got 512mb.
    Actually the tech used in Brink is similar to the ids Mega Texturing and is a proper virual texturing method.

    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.
    Quote Originally Posted by arfi-gorgona-O View Post
    So its nothing after all then?What a disappointment I thought we had something here.
    No, it is something and quite big in that.
    It means that they can use arbitary big textures on objects, if they think it's reasonable in storage and production budget.

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    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.
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    Quote Originally Posted by Vulgotha View Post
    So its an alternative to Megatexturing?
    Both are methods to archive a proper virtual texturing.

    I have no idea why mynd dismissed SVT or why he considered it to need symmetry, nor why his example image doesn't show.
    Quote Originally Posted by Vulgotha View Post
    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'm not a developer, but I do want to know graphics and do spend lot of time in the pursuit of knowledge.

  13. #13
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    Quote Originally Posted by jlippone View Post
    Actually the tech used in Brink is similar to the ids Mega Texturing and is a proper virual texturing method.

    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.

    No, it is something and quite big in that.
    It means that they can use arbitary big textures on objects, if they think it's reasonable in storage and production budget.
    I dont find anything in it but a heap of tilable texures that you can jigsaw into a large texture. As you say they use indiivdual tiles to mip level, but thats about it from what I can see. Saves on mipping your memory, and, well thats about all the magic there is.

    It's the son of texture atlasing and mip-clipping.

    And its old. How old..1999 old...

    http://www.graphicshardware.org/prev...v-textures.pdf
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    Quote Originally Posted by mynd View Post
    I dont find anything in it but a heap of tilable texures that you can jigsaw into a large texture. As you say they use indiivdual tiles to mip level, but thats about it from what I can see. Saves on mipping your memory, and, well thats about all the magic there is.

    It's the son of texture atlasing and mip-clipping.

    And its old. How old..1999 old...

    http://www.graphicshardware.org/prev...v-textures.pdf
    Idea is not to load whole texture, just parts of it.
    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.

  15. #15
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    Quote Originally Posted by jlippone View Post
    Idea is not to load whole texture, just parts of it.
    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.
    I understand the theory, it's mip-clipping. You only load the mip you require.
    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.
    Games are like woman, what you might find attractive I might not, and none of us know if we really like them untill we have played around with them for a while.

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    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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    You arer correct, I said quake arena, I meant Quake Wars.
    Games are like woman, what you might find attractive I might not, and none of us know if we really like them untill we have played around with them for a while.

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