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On 4/1/2011 11:22 AM, nemesis wrote:
>
> Shadow maps are another incredible effect, allowing for much shadowing
> on characters and even self-shadowing. They are lowrez after all, but
> still impressive.
>
Have you ever played Splinter Cell for the 1st Xbox? Shadow maps really
gave that game justice.
> It's amazing how we've gone from blocky characters with almost no
> texturing besides goraud shading and circular ground shadows in the
> first generation of 3D hardware,
Super Mario 64 was great...
> to fine textured models with all
> fingers and shadow projections in the environments
Even the character in Driver 2 had shadows (plus a way to work your way
into any building)...
> in the second
> generation to fully detailed models with fine details provided by
> normal/spec maps and self-shadowing and environment shadows casted upon
> them nowadays. It's a marvel to behold.
It must be. I don't know whether to get a handhold emulator or the next
best Xbox... (or a Wii, because Mario games /rock/)
> Guess nextgen high quality AA,
> motion blur, hirez shadow maps, HDR lighting, screen space AO, screen
> space Subsurface scattering and real-time tesselation will pretty much
> provide Pixar-level excellence in 60 frames per second...
Ah, someday realistic 3D rendering will merge completely and
unequivocally with gaming technology. Hopefully those cards will be
optimized for raytracing. Can you imagine making a game with POV? (I
can, but the SDL needs some work :) )
____________
Now Playing:
Clonk Rage
Also Playing:
Landslide, Smashing Pumpkins
irony: 100%
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