Bitmob: I'm a computer science major at a research University, and last week one of my professors gave a lecture about graphics. He works and does research with Microsoft from time to time and he actually helped them come up with the feature set for DirectX 11.
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It shouldn't matter who got the edge just enjoy the damn systems.
-__- again
A quote from a game developer on b3d:
"Yeah that's a problem with the 'add polys' method, it just doesn't work quite right with all meshes. If the hardware solution fits the mesh then cool, but in the end it's easier to just roll your own solution that gives you total control. I've been working on something similar lately on the PS3 that creates unlimited lod's in realtime with no artist support, and it works on all types of meshes. It just seemed like the better route to take, this way the artists don't have to do anything special, they just create a single 'best' lod and I'll take over from there, and the contours of the mesh get preserved automatically on the lods. Very important to keep the artists happy "
more b3d posts about the subject:
"but to make sure the tessaltion doesnt smooth out innappropriate areas the artists still have to put in extra geometry to "hold" the shape (think small bevels on a car bonnet etc)
and for somthing like a car, its extremely hard to justify the base mesh needed, because A. its unusable as a low end LOD, and B. the same reason..the polycount has to be high enough to hold the shape perfectly, that you might only be getting a 20% reduction in overall base polygons.
now, once polycounts and hardware get fast enough, this will be extremely viable..where you can sub`d a 100k mesh into a 400k mesh for example...then it works wonders...just like the offline render world. "
There's more here:
http://forum.beyond3d.com/s...
As you can see, tesselation is possible on PS3 as well (in fact, they say the SPU's are actually quite decent at it), but in both situations you only get so far with it. Taking a 20k poly model of a car for instance, and trying to tesselate it into a 100k poly model might leave some issues where holes pop up in a surface that is meant to be smooth, etc... it's no magic remedy to make better graphics.
This is nothing new, they've been using it for years. Viva Pinata even uses it.
If devs can make a UC2, a GOW3, graphic level exclusive on the 360, why haven't they made one? Why does there always have to be a multiplatform title that gets held up to the claim only to miss the mark?
The thing thing had over a year lead, is easier to develop for, and yet we still get articles like this which about how it has "the potential" to surpass the competition in quality.
YAY for flamebait articles. 100 degrees and hasn't even been approved. Just enjoy the games made for your console.