I see this topic periodically come up, and I've done some google searches but I've never really seen a satisfying response.
From what I've read, raster-based images take up more memory but can be displayed fast, whereas vectors take up little memory but supposedly take a longer time to calculate.
My question is, will vectors eventually find their way into game graphics? It seems that more and more detail is being put into the models/normal mapping rather than the textures, but I understand you still need that grittiness that only raster images can really do quickly. Though I still think it would benefit a variety of games, like in the cartoon/anime style.
Thoughts?
Replies
It can be done already.
What you could be looking for are pixel shaders that use vector-based code. I think there was a good one where they'd render a pool ball as a billboarded plane, then use vector calculations to work out a pixel-perfect sphere outline and per-pixel normal.
You could, in theory, use vectors to define patterns or masks, but you'd have to code the equation into the pixel shader, and anything other than a simple outline or mask would be too complex.
Also flash games (i know its 2d but its a great example)
You can make vector art within SD or you can import SVG files from other application, like inkscape (pretty cheap as in free) or Illustrator, etc.
TL;DR you could probably use polygons for that. no need to reinvent the wheel
A lot of games use hi-res textures and it actually takes away from the overall visual message, IMO, they aren't really necessary. If not vectors could we upscale images? As in small resolution images that are upscaled in the engine to look good at any distance, almost like this? http://web.archive.org/web/20070717064839/www.hiend3d.com/hq4x.html
Sorry if I sound ignorant, just that there's so many other strides in game technology it feels like how textures are dealt with has stagnated in comparison.
http://docs.autodesk.com/3DSMAX/16/ENU/3ds-Max-Help/files/GUID-F19394AA-63E3-4B16-8780-5D2485E2B9F7.htm
I guess if it matches your game's style, go for it! Judging by the algorithm breakdown on the HQ3X page, it might be a little expensive, but should be possible to implement on a GPU. I think a PS1 emulator even had an option for it before, though it may have employed CPU preprocessing.
There's also the fact that vector graphics are a better fit for certain artistic styles. If you are going for bold colors and clean lines, vectors are your best friend. If you need photo samples or a more "gritty" style, vectors aren't going to work. There's a place for this sort of approach, but it isn't nearly as "general purpose," and so most engine developers don't bother.
http://simonschreibt.blogspot.de/2013/03/homeworld-backgrounds.html
quite interesting passerby, thanks for sharing. Neat blog