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UT2k3 - UT2k4: Texture & Poly Count Comparison

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    #31
    Originally posted by ghost zero
    They're the same.

    Yep.......So much for "newer is better".:weird:

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      #32
      Originally posted by boatelc
      Yep.......So much for "newer is better".:weird:
      How, praytell, could the player textures be better than they were before? :weird:

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        #33
        Originally posted by the dark six
        Half Life 2 and Doom 3 will both use normal mapping. Not exactly bump mapping I think, but it still looks great.
        Half Liufe 2 and Doom 3 are actually using bump mapping extensively.

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          #34
          Bump mapping is obselete, it was based on a grayscale heightmap similar to how terrain is formed.

          Normal mapping (normals are the faces on polygons) uses a 24bit RGB image that maps the XYZ axis to different colours so you can have more than just height. Doom 3, HL2 and all modern games that use such tech, use normal mapping. Basically it allows nice light calculations by pretending to draw extra polygons without actually drawing them.
          So you can have a 2000-5000 poly model with the lighting and therefore the detail of a 16 million poly model. Mix this with a nice looking skin texture and you've got life like graphics.

          Also it may be possible to code up features like normal mapping for UT2004 thanks to the inclusion of the HardwareShader class.

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            #35
            you know what would be nice.... assault, without the massive drops in FPS.

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              #36
              Normal mapping also requires multiple texture passes to get differing levels of depth, a texture with twelve passes looks "deeper" than a texture with two passes. The trick is getting the depth without seriously imparing preformance, because every texture needs to be rendered seperately.

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                #37
                Originally posted by Verizian
                Bump mapping is obselete, it was based on a grayscale heightmap similar to how terrain is formed.

                Normal mapping (normals are the faces on polygons) uses a 24bit RGB image that maps the XYZ axis to different colours so you can have more than just height. Doom 3, HL2 and all modern games that use such tech, use normal mapping. Basically it allows nice light calculations by pretending to draw extra polygons without actually drawing them.
                So you can have a 2000-5000 poly model with the lighting and therefore the detail of a 16 million poly model. Mix this with a nice looking skin texture and you've got life like graphics.

                Also it may be possible to code up features like normal mapping for UT2004 thanks to the inclusion of the HardwareShader class.
                :up:

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                  #38
                  Originally posted by H-52
                  If you notice things like this, you're not paying enough attention to the game.
                  either that or they bought the game for the wrong reasons

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