There was a program like that before gamemaker that could do realtime 3d. I dont know if it was a vrml creator or what. But it was back from 90-91ish. Any clue?
2048 tris backface culled, Screen is at 2x 256x192px, 512kb vram hardware limit. But its more realistic to work with 384kb vram for one screen and 128kb for the other (gui stuff normaly) work with indexed 256 colour textures, go lower if possible (16 or 4 colours), you can use soft alpha but only in combination with 32 or…
[ QUOTE ] [ QUOTE ] yeah that kinda got to me in the end. Vrooom! But it is fantastic also. Freewheeling is something you gotta try to see how detailed the audio actually is. Traditionally playstations doesn't peak until they hit the end of their life-spans. Considering the 360 started crashing when we ran it at 1080p, I…
Lighting makes it really believable. Can I ask what type of blending you´ve use? Modulate 2x? 4x? Vray? Turtle? Mray? Keep the good work SHEPEIRO, thats an awesome piece for your folio!
I believe EA also used realtime tesselation on SSX landscapes, didn't they? Although not to this degree. And Raven, I don't think 1024 maps are off at all. The 'next gen' PC cards are running 256MB of ram, same as the PS3 (which has 256MB main ram, and 256MB Vram). I don't see why the larger textures are out of question.…
In Halflife 2, I believe they are loading multiple bsp's per level, which is why it has to stop and load the next one. The maps can only be soo large, so that's expected. The load times are pretty short though. As for the topic, I agree that it will be easier to develop for. With PS3 getting a real gfx chipset this time…
have you checked for open edges, double vertex, the usual crap that messes a model ? they might vreate these issues, it happened once to me. almost ate my cat.