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| XBOX Graphics Using U3D 2.1; Texters And Looks | |
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| Tweet Topic Started: Sep 11 2008, 07:26 PM (1,821 Views) | |
| Naz | Sep 12 2008, 07:45 AM Post #16 |
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Ok... so generally speaking outta what you guys are saying 'it may be possible to make the graphics super amazing with a powerfull PC and a lil more skill plus the 'art''.... OKI! |
| May 20th, 2016 | |
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| Reikyrr | Sep 12 2008, 02:22 PM Post #17 |
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No way crysis is do able with u3d. an avarage crysis model is 2000 polys avarage terrain is 36 000 polys. avarage tree like 200 there are like 100 trees at once on screen with 20 2000 +- poly buildings and objects coming out to a total on 36 000 + 40 000 + 20 000 = 116 000 If you are lucky. most of the times on my computer its like 700 000 polys. Then with the extra weight of pixel shader effects Gamemakers speed compatabilities id say that you can do crysis with avarage framerate of 2 You can make super duper amazing graphix. Just look at the efficiency portal is produced with. If you make different rooms you can have like up to 30 000 polys at once (so it can run on avarage pc's) With fine grafics. Edited by Reikyrr, Sep 12 2008, 02:24 PM.
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~Inspirational quote~ | |
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| Andrew75 | Sep 12 2008, 07:22 PM Post #18 |
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Andrew75
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on this rig... I haven't seen crysis go below 50 FPS in 1920 x 1200 (side note: 2x 27 inch SAMSUNG 275T+ moniters) antialising set at 16xQ with everything else on the highest settings. and i guess the average is around 65-70 FPS.... also...Ive seen it go above 90 fps in some sections, also keep in mind im using phase charge cooling. so the QX9775 is well below -25C ,Ive had this baby above 5 ghz at one point. ( have not run any games at that speed since its kinda scarry lol) i guess the game is graphics heavy, but still, the art direction is terrable in my oppinion. i feel the graphics are just depending on to many things that don't have to be done the way there done for the game. also I'm not sure, but i think the physics are pretty demanding in the game as well. so that could contribute to the lower FPS. crysis models and texturemaps are totally do-able in ult 3d, and the shaders could be substatuted with other shaders or texture tricks. shadows could be done as well, but maybe not as sharp because of shader limatations ( not sure about shadows so much)? Edited by Andrew75, Sep 12 2008, 10:51 PM.
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| abacus | Sep 14 2008, 07:24 PM Post #19 |
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Crysis has the worst eyes I've ever seen. |
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| luenardi | Sep 14 2008, 10:50 PM Post #20 |
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Cofee Machines Rock
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Crysis was programmed very badly.. |
![]() For your perception no. But my universe has no such limits. www.recall.co.nr | |
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| Dr. Best | Sep 14 2008, 11:19 PM Post #21 |
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Administrator
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How do you know? |
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| Fayte | Sep 15 2008, 12:03 AM Post #22 |
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Elite Member
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..What? |
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| skarik | Sep 15 2008, 02:12 AM Post #23 |
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kitten eating scum
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Most video games are. |
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| Dr. Best | Sep 15 2008, 03:29 PM Post #24 |
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I think it is getting better. The growing complexity of video games makes clean coding inevitable. |
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| Eansis | Sep 15 2008, 04:58 PM Post #25 |
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ghost
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Not with Crysis. |
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| Reikyrr | Sep 15 2008, 06:51 PM Post #26 |
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Jerr, I looked at crysis models. For a simple house they use about 2000 triangles. The thing I do like about crysis is that it is what you dont see you dont get. So if you are in an empty container watching at the wall there are just (BLEGH) 12 000 polys instead of (Even bigger blegh) 2 million. And that you can smash in houses. And their sandbox editor rules. (but the ai editor doesnt.) Lets make an U3d Benchmarking Utility. Edited by Reikyrr, Sep 15 2008, 06:53 PM.
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~Inspirational quote~ | |
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| Eansis | Sep 15 2008, 07:24 PM Post #27 |
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ghost
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well wat I like 2 do is make a collision mesh seperate from the main mesh. Makes everything a lot faster. Good for first person shooters like Gears of War. |
VOTE FOR BUDDY ROEMER HE'S A STRAIGHTFORWARD, DOWN TO EARTH AMERICAN GUY WHO ISN'T PART OF THE BIGBROTHER CONSPIRACY
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| meanmrmustad | Sep 15 2008, 10:11 PM Post #28 |
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Elite Member
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XBOX graphics are Very easy to do with U3D. however to keep it at a proper speed ( aim for 60FPS or if it's too hard 30 FPS) Only call step when needed! Don't ray check every single step! Use rooms and LODS Use Billboard LODS (120FPS) Use the first step to do calculations and the second to draw |
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| Fayte | Sep 15 2008, 10:45 PM Post #29 |
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Elite Member
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Wouldn't it mostly just take nice, high-res textures to achieve such a thing? Or do high-res textures drop FPS? |
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| Gandalf20000 | Sep 15 2008, 11:07 PM Post #30 |
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Geek
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High res textures aren't a big problem if you have a decent to large amount of RAM. However, if you don't have a lot of RAM, it eats it all up and kills your frame rate. Not to mention they take up enormous amounts of hard drive space. My personal opinion is to not use 1024x1024 or bigger textures unless you have absolutely no choice (e.g, a light map, or a large object that needs tons of detail, not just a repeating texture). |
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