C++ & ASM dev. Lover of cache hits. Loather of pipeline stalls. Data-oriented design loon!

Anonagrog

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It's a conference primarily held for developers in the game industry. It's about knowledge sharing, and tech announcements. With that said, there should be a lot of tech-heavy info coming out of it from all the different developer sessions. Normally, within the first month of so you'll also be able to get a hold of each presentation's slides or even the audio and/or video from the sessions (normally have to be a site member for the A/V though).

3703d ago 0 agree0 disagreeView comment

This has nothing to do with the consoles - the Xbox One has it's own api targetted at the fixed hardware in the system.

Also, well said @vulcanproject .

3703d ago 0 agree2 disagreeView comment

@PLASTICA-MAN,

I defend them because my I spend a lot of my time programming, researching, and working on game tech, so perhaps I'm seeing this from more angles, based on experience, than other folks appear to be doing.

"... they could have opted for the use of UE4 with all those features in plus extra new extra feature and spared the time modifiying the UE3..."

You should understand that sometimes it just isn't feasible to ...

3703d ago 1 agree0 disagreeView comment

@Plastica-Man,

Nope, that's not right at all.

UE3 had been primarily a forward renderer up until several years ago, and it certainly didn't launch with it. It was brought right to the forefront when UE3 was brought up to DX11. UE2 absolutely didn't support it, and deferred rendering wasn't even a 'thing' in games until STALKER brought it to everyone's attention about 6-7 years ago.

Bioshock Infinite was the only Bi...

3703d ago 1 agree1 disagreeView comment

@PLASTICA-MAN,

UE3 in it's latest form supports DX11, is capable of now using deferred rendering, and also handles the usual specialist shading with things like translucency, skin sub-surface scattering and hair. There's also the support for tessellation and displacement mapping, IBL and energy-conserving specular brdf. On the global illumination front the last I heard was that Epic ditched SVOGI because it was too resource heavy, and are instead going with the more t...

3704d ago 1 agree1 disagreeView comment

@Shadowsteal,

"Sony never lied technically Killzone still does run in 1080p even in multiplayer. Just not full 1080p"

I think you mean '1080i', not "p". Progressive frames will never be the same as Interlaced frames.

3704d ago 0 agree1 disagreeView comment

@PLASTICA-MAN,

Considering how good the old 'Star Wars 1313' gameplay footage and 'The Samaritan' looked those 2 years ago running on one of the latest iterations of UE3, I wouldn't shrug it off just yet.

Some of those modifications mentioned may even be Rocksteady going with a more realistic, physically-based renderer to bring it more in line with the current graphical trends and expectations.

Regardless of whatever "...

3704d ago 2 agree1 disagreeView comment

I just wanted to add that by talking "tessellation" I am still referring to it's use for displacement mapping, not just tessellation on it's own.

Also, my use of "beneficial"! :P Of course displacement mapping is beneficial when it comes to image quality, I am just yet to see it used in any next-gen (current-gen) game for these sorts of scenes. Comparing the performance between the two methods isn't a clear-cut thing, but currently I would expe...

3708d ago 1 agree3 disagreeView comment

@imt558,

Well, from the little I can see in that first shot with all that DoF, it looks like a pretty standard use case for POM. Tessellating that would be unnecessary, especially as the grazing angle-edge issue with POM is avoided through the way the wall has been created.

The other two pics are the same (?) and the only thing in focus are the steps, so I'm not sure what you want me to look at. The stairs are just standard geometry that require minimal c...

3708d ago 1 agree0 disagreeView comment

@imt558,

KZ:SF isn't Thief though, is it? Why bring up the technology used in another game?

As you've brought it up though, I have seen no mention of Guerrilla using tessellation of any variety in KZ:SF; not in their tech presentations, nor online anywhere. I very much doubt they went with displacement mapping instead of POM, especially when you consider how much they are doing in their rendering pipeline (see their tech presentation).

3708d ago 3 agree0 disagreeView comment

@imt558,

The consoles don't use any tessellation in 'Thief' - it's only the pc version that does. Even if they did, as far as I'm aware the game only supports tessellation for smoothing, rather than for displacement mapping, so you wouldn't see the 3d effect on those cobbles. In this case it'll be parallax occlusion mapping (POM) you're observing.

3708d ago 2 agree0 disagreeView comment

'Thief' runs on Unreal Engine 3, albeit a modified version, so Eidos will no doubt receive support as a licensee from Epic. With that said, note that 'Rift' support was added to UE3 by Epic around a year ago, so having 'Oculus'-related data present within the config files may be explainable without it having been a push by Eidos towards a VR version of the game.

Depending on how much divergence there was between the code-base of Eidos' modified eng...

3708d ago 0 agree0 disagreeView comment

@styferion,

What!? :P

"Pixel Density" is related to the number of pixels within a given surface area of a display (Pixels per inch/cm/etc). That's what density is in general. I can have the same pixel density on multiple screens with different resolutions, as long as the pixel pitch is the same.

Also, "1080p" is a standard HD for video containing 1080 vertical lines of pixels per frame, so it's the vertical resolut...

3710d ago 7 agree1 disagreeView comment

For those that aren't familiar with the Siggraph presentation mentioned in the article, you can grab it below. All the in-depth info available is well worth a read for those into the technology - namely physically-based rendering in this case.

http://blog.selfshadow.com/...

3710d ago 1 agree0 disagreeView comment

@Septic,

The engine can be changed as necessary; they do have access to the code-base. It isn't some rigid thing set in cement that needs re-writing from scratch every few years.

3710d ago 0 agree1 disagreeView comment

No, for all intents and purposes the console API's can be considered completely separate to the PC equivalents, so no changes will occur there.

The Xbox One uses a DirectX 11.2 variant dubbed '11.x', which is already a low-level api in itself. It's more likely to be vice versa, if anything, with the new pc api extensions to DX being influenced by the Xbox One's hardware access.

The PS4 is the same again, where it already runs an all new ap...

3711d ago 5 agree0 disagreeView comment

@rdgneoz3,

In the time it took you to type and submit that reply you could have answered your own question in far more detail than anyone else here could give you.

http://lmgtfy.com/?q=Corrin...

3711d ago 19 agree2 disagreeView comment

Just to add, there are a lot of top class studios, not to mention indies, in LA and along the West coast, so with any luck these folks will be picked up quickly.

3711d ago 0 agree0 disagreeView comment

I think most developers know there's very little job security in the industry. It's unfortunate, but true. If you go into it aware of these very real risks, and have minimal expectations on safely settling down in any one place (especially in the beginning), it can be cope-able... just about.

Working in a hub city with multiple studios adds some damage mitigation, as does making yourself a highly valuable asset/role (easier said than done, of course, and certainly isn...

3711d ago 0 agree0 disagreeView comment

@FamilyGuy,

It's to do with mirroring how lenses or cameras physically act and trying to add recognizable realism to a scene.

'Depth of Field', 'Bokeh, 'Lens Flare', 'Blur', 'Vignetting', 'Film Grain', etc.

There are many things we can try to simulate with the intention of improving the realism or composition of a scene. Of course, it's very much a subjective thing. Ideally control would be ...

3713d ago 3 agree0 disagreeView comment