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Posted

Followed this a bit over at polycount and I'm really glad that this kind of optimization mindset is promoted. It's an impressive scene and no doubt good use of texture memory there. It's kind of a fresh breeze among all the "2048x2048 normal, diffuse, spec" trashcan props out there.

THIS !

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Posted

While that's true, I do wonder just how much overdraw there is from floating polys, and how expensive that shader is to draw. At the most basic level, all he's done is offset the performance cost for the scene from the texture memory onto the processor. While its an impressive demonstration, it isnt black magic.

they are not floating decals if i understand it correctly so it should be as light on overdraw as any opaque geometry

Posted

While that's true, I do wonder just how much overdraw there is from floating polys, and how expensive that shader is to draw. At the most basic level, all he's done is offset the performance cost for the scene from the texture memory onto the processor. While its an impressive demonstration, it isnt black magic.

Texture memory and disk read speed are bigger, more pressing limits for most situations than shader processing. He says in the polycount thread his shader's not exactly free, but cheap enough that an ipod could run it.

You can kinda see something similar with Epic's latest "Samaritan" demo version. They replaced MSAA with FXAA- hardware AA with a shader- and as a result saved like 120MB of vram usage per frame, because FXAA is cheaper and way more compatible with deferred rendering.

As an aside, I remember when Bioshock came out, Irrational were joking that they had so much room in their performance benchmarks for more shaders that they were adding new ones just for text rendering.

Posted

Followed this a bit over at polycount and I'm really glad that this kind of optimization mindset is promoted. It's an impressive scene and no doubt good use of texture memory there. It's kind of a fresh breeze among all the "2048x2048 normal, diffuse, spec" trashcan props out there.

The funny thing is that Tor works with me at Machinegames where we use idtech5 and an almost infinite amount of textures :lol:

Cool scene though!

Posted

Followed this a bit over at polycount and I'm really glad that this kind of optimization mindset is promoted. It's an impressive scene and no doubt good use of texture memory there. It's kind of a fresh breeze among all the "2048x2048 normal, diffuse, spec" trashcan props out there.

Quoted for truth!

As an optimisation freak myself this scene is an inspiration!

Posted

We actually worked in a very similar way on Deus Ex: HR, most of our normals were just a single template texture that we mapped on everything. It certainly helps for memory but it's also very time consuming.

Posted

We actually worked in a very similar way on Deus Ex: HR, most of our normals were just a single template texture that we mapped on everything. It certainly helps for memory but it's also very time consuming.

I usually work this way as well and the main reason I like it because I find it faster because there's less textures to make. The saved texture memory is an extra win on top of that :).

Posted

ultraderp series :lol:

Thanks for sharing the texture breakdown screen. I took a quick look in UDK but only managed to come across two of the different embedded textures (there are about 100 options in the damn texture setup window :E)

Posted

I actually did a similar thing to this when I was back at grin: http://www.brameulaers.com/lxy.html

Pretty much all of the boat exterior is one 1024 texture that has all the wood, plastic, metal, cloth etc on it =). And this is without shader tricks or baked lightmaps 8)

this is what i don't get, people are losing their minds over this like it's something new or special. maybe that's what happens when you send shit to kotaku on a dry news day.

Posted

I actually did a similar thing to this when I was back at grin: http://www.brameulaers.com/lxy.html

Pretty much all of the boat exterior is one 1024 texture that has all the wood, plastic, metal, cloth etc on it =). And this is without shader tricks or baked lightmaps 8)

this is what i don't get, people are losing their minds over this like it's something new or special. maybe that's what happens when you send shit to kotaku on a dry news day.

Well what this guy did is a more extreme version of what everybody else does with modularity at the moment. He has made literally an entire environment from these 2 tiny textures, not just the walls/floors/ceiling.

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