I was curious if anyone knew/had any predictions about the kind of polycount and texture sizes that would be reasonable for environment assets in upcoming next gen. console titles? Also, Are environment assets going to be more regularly given normal/bump and specular maps? I realize that this would vary greatly depending on the type of game...so lets say FPS and adventure/platform games like Ratchet and Clank.
thanks
jamesball
Replies
I wouldn't get caught up in numbers, just look into the kinds of shaders a game with a look like Ratchet and Clank's would benefit from.
I would recomend practicing your conceptual skills for enviroments too, next gen stuff will require allot of pre priduction since the actual creation process will be allot more time consuming.
my guess is, ut2004 amount of detail with a lot of per-pixel shaders and lighting.
Depending on the game, environment assets will get normalmaps or not, specially for console titles you might want to save that precious memory for something else. It all comes down to the importance of the object in the scene, that will usually determine how much love it gets.
Also, if you can get away with tiling textures that are reused in other parts (or several tree meshes as example) then you can get away using bump/spec/normalmaps too.
It really depends of the situation and platform.
Strangefate, I agree and disagree with you. I think the higher the target is, the more the textures will remain the same. For example, the PS3 is getting 256MB of ram. This will allow us to use texture sizes that we previously only used on Xbox or PC. With a larger percentage of the populous owning HDTV sets, it should be handy. For Xbox2 and PC however, I think the texture sizes will remain more of the same.
As you said though, it's really dependant on the situation and platform. If you game has closed off enviornments, you can go hog wild with polys and textures. But with open-area games like UnrealTournament 2 or FarCry, you'll have to budget everything carefully, as to not kill your fill rate or memory budget.
On a side note, I'm EXTREMELY pleased to see that Sony has chosen an Nvidia chipset for their graphics solution. Their proprietary "emotion engine" and gpu were crap.
It is also more than likely that PC's will continue to have more memory than consoles, on average.
It'll be a fine day when enviornment artists can use base/normal/spec combos on console assets
As for the topic, I agree that it will be easier to develop for. With PS3 getting a real gfx chipset this time (go nvidia!), we don't have to worry about scaling back for PS2 from Xbox. I don't think that having more vram and larger textures will create a bottleneck though, Malcolm. It's really dependant on your programming staff, though. If they are kick ass, they can clear memory buffers and cache extremely fast. For those of us using pre-made engines though, we always have to stick to it's own tech limits.