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

Anonagrog

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CRank: 5Score: 34520

Look it up. The information isn't a closely guarded secret and Google can be useful.

'Forward+' and even it's technical successor, 'Forward++', aren't unknowns. Look into AMD's publications from the last couple of years for a comparison between classical forward rendering and deferred rendering to see the pros and cons of this method.

4320d ago 1 agree1 disagreeView comment

@PorkChop,

"... but enough has been built from scratch to make it almost unrecognizable".

http://www.charlieintel.com...

They've written a bunch of systems and sub-systems from scratch, yes, but there's still no need to re-write every single thing in there again. That's just how...

4320d ago 2 agree1 disagreeView comment

It's that same old debate: how much modification does it take for something to be called "new" instead of "old"? That's the case here.

It was quoted earlier in the year that they'll be using a heavily modified version of the last engine, just as is often the case pretty much all developers out there. The amount of modification varies, mind, but a complete re-write is rarely necessary coming from the last engine iteration.

4320d ago 1 agree0 disagreeView comment

My reply to you is above. I hope you enjoy the reading as much as I did.

P.s. You can learn a lot from it too. Bonus!

4324d ago 0 agree0 disagreeView comment

I find fault with your critical thinking skills and the way all your points are logically fallacious from start to finish. If you think just citing links to presentation proves your point is valid, then you're sorely mistaken. Also, don't make this about the Xbox One or the PS4, or about any 'this' game versus 'that' game. The problem is your ability to be rational and be objective; nothing more and nothing less.

You want my references? The first one t...

4324d ago 0 agree0 disagreeView comment

You won't be able to find too much information on it besides high-level discussions in things like interviews. That comes with signing a developer NDA.

You've got the keywords 'GNM' and 'GNMx' to look up though. 'GNM' is the PS4's lowest-level API and 'GNMx' is a higher-level wrapper around that. Strangely, a lot of people mistakenly think 'PSSL' is the name of the API, but that's just the official name for the shader la...

4326d ago 3 agree1 disagreeView comment

I don't see why 'Siggraph' should be presented as a place for "facing off". It's as far from that as possible.

A bunch of like-minded people coming together to share knowledge in the off-chance they can help others and/or also contribute to the advancement of graphics. That *is* 'Siggraph'. In my eyes that's along the lines of how it should be described to those unaware; not as a place for "facing off". Even if it wasn't mea...

4326d ago 11 agree3 disagreeView comment

What are you on about? The fact that Crytek used their own scaling implementation for the Xbox One bares no relevance to this on the PC. I don't know why you brought it up?! :/

Also, on a slightly different topic, I recall trying to explain to you the other day why SSS and translucency don't necessarily play a role in PBR as used in games. Seeing as you do already have that Crytek presentation at hand, surely you could gather that for yourself? Do you know what a BSDF...

4327d ago 2 agree2 disagreeView comment

We're talking strength of the industry and supporting infrastructure here, not just a simple case of which game or franchise is "best". This is about the greater whole, not just one developer. As for Sweden, it's been considered Europe's big development hub for a few years now, followed by the U.K. and Germany.

4327d ago 0 agree0 disagreeView comment

The growth of the Swedish industry has been impressive over the years. I've been considering making the jump myself, even if it's just change for the sake of change. In any case I hope the slumps we've seen in some of the other European countries' industries start turning around.

4327d ago 0 agree0 disagreeView comment

"Special Interest Group on Graphics and Interactive Techniques". That's what 'Siggraph' means.

Here the RT award can be considered hardware agnostic insofar as the techniques employed with said hardware were technically innovative and impressive for the time.

P.s. Now, although your comment may be clear /s to some, one can never be too certain on this site! >.<

4330d ago 3 agree0 disagreeView comment

@marcofdeath,

I'm pretty proud of myself for managing to read all of your post without losing any brain cells! That goes even more so considering I've read multiple comments of yours across several articles that all seem to regurgitate the same nonsensical points. :P

First of all the decision to use general subsurface scattering ('SSS') or special skin shaders varies on a per-project basis. I don't quite know why you think it's presen...

4331d ago 3 agree0 disagreeView comment

I expected Half-Life 2 to be one of the most obvious choices for inclusion, and yet it's missing?! That and 'Far Cry' too.

4331d ago 1 agree0 disagreeView comment

"This article is so inaccurate."

No, not really.

Memory and data transfer speeds never have been quick enough to feed processors when we talk about raw performance. It's the ever-growing 'processor-memory performance gap' that dictates how we design h/w and s/w for performance.

Unless you have a trivial control flow or predictable access patterns that can benefit from data prefetching there's always going to be the c...

4333d ago 5 agree2 disagreeView comment

@DoomeDx,

Even the Quake engine wasn't called "Quake Engine". In the case of Q3A it was 'idTech 3' for example.

As for the CoD engine, although based off of 'idTech 3' it diverged from it long ago. It officially goes by 'IW Engine' because of this fact, so that's what we all should refer to it by too.

What point are you trying to make?

4334d ago 2 agree0 disagreeView comment

I see people are struggling with my attempt at stopping misinformation being spread. I suppose I should provide references to websites, books and research papers next time. Saying that, I'd guess most of this site's community are allergic to that sort of information anyway, so perhaps not! :P

4339d ago 4 agree0 disagreeView comment

I don't see what's so surprising. To maintain 60fps you only get 16.7ms of render time per frame, whereas at 30 fps you get twice that. If the rendering goes over budget you have find ways of getting it back under.

4339d ago 7 agree0 disagreeView comment

"Anti-aliasing would affect the whole image"

It sounds like you're thinking of post-process AA, which would affect the entire screen image as you describe.

There are many different kinds of aliasing that can be observed with 3D rendering though (you need only think about what the term 'aliasing' means in the context of signal processing) and in much the same way 'anti-aliasing' can take on many forms too depending on what aliasin...

4339d ago 5 agree3 disagreeView comment

Even a flashlight isn't guaranteed to be "sharp". It all depends on the surface area the light is emitted/reflected/transmitted from, the 'occluder' itself, and the shadow-receiving surface.

Given a particular area light source, the smaller the distance of the occluder to this light source and the farther the shadow-receiving surface from this occluder, the larger the 'penumbra' will be with respects to the 'umbra'. In layman's terms ...

4339d ago 2 agree0 disagreeView comment

Tiago's movements, or lack thereof until now, have been what I've been keeping an eye on as a basis for determining the state of affairs at Crytek. Still, it's not necessarily a given, but knowing how crucial the Tiago-led R&D has been at Crytek for oh so long... well, it's pretty saddening.

Often cited in plenty of other dev's work, as well as educational books and publications, a lot of industry pioneering stuff has come out of Crytek's R&D d...

4347d ago 1 agree0 disagreeView comment