Anyone check this out yet? It's pretty nice to be able to see some breakdowns of those shots, but I do wish they were broken down a bit more (ie. a true lighting only, with no effects/particles). I also can't figure out whats going on with what they call 'shinyness'. Is it a glossmap? It doesn't appear to be straight specular, and it also seems to have a fresnel falloff at times. Is it a map or something being generated by the engine itself?
[edit] I hadn't finished listening to all the commentary. The senior programmer explains that it's a gloss map. I still think its more than a straight map though, as I'm definitely seeing some falloffs especially on helghast legs. I can't imagine these are painted into the maps like that to only work from a side angle.
I was also a little staggered to hear that they were pushing up to 100 million polys per shot, in-engine. My computer staggers under more than about 5 million in maya/max viewport.
Still, very interesting to see something like this released.
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what really interested me was the micro-detail stuff and how that could be used in large env's.
esp how much you would have to not draw to allow such a technique globally.
I just took that to be a reference to a detail normal map like the epic guys, maybe with the lerp affected by camera distance? Do you think they meant something more than that?
IM very interested to see what different techs are coming about for NEXT GEN, or more to the point how existing ones could be extended