A quick 'hey', and my Nibelheim images

  • Thread starter Thread starter Synergy Blades
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Oh, and another optimization:
I forgot what it's called (and I hate myself for it), but what about that technique that draws only visible surfaces? This image has the whole thing done, while in a game you could use that. That should cut the polys down nicely.

IIRC, there's a similar feature in 3Dfx drivers called "Hidden Surface Removal", or HSR.

Would that be the name you're looking for?
 
You could be thinking of backface-culling ... that's one dirt-cheap and simple way to work out which polygons to draw. Only works on certain types of mesh, though.
 
Synergy Blades: I've been to a company dealing with 3D graphics and such; I know it is very hard to build 3D model buildings. Like Skillster said, I also have to say WOW ...  :D Really awesome job man!
 
Thanks :) Here's the DOF test from last night. A little too much blurring I think, but that's easily solvable for next time.

I figured out what was wrong with the floor; as you can see below, I must have rotated it cuz the fence is off the floor on the right (floor too low) but the barrel and fence on the left is too low (floor too high). Again, easily corrected. :)

nibentdof-test.jpg
 
The 3Dfx driver thing I never knew about...
I think it's the culling, but I keep confusing all the names @_x;;
I think it was come kind of occlusion?

...and, wow. That's all I can say is, wow  :D
 
The 3Dfx driver thing I never knew about...

Oh, yeah.  As the 3Dfx driver community found out, 3Dfx built in a whole buncha features in the drivers, most of these hidden features that didn't appear in the last official 3Dfx driver set were still there, except they were in regestry key form, which meant you had to use Regedit to set the option manually.

Also, there are a few driver sets that are being made from the ground up, but only the one that I've mentioned before (the 3DHQ driver set), is supposed to have DX8.1 compatibility, or so say the people writing the thing; but since some sets are coded from scratch, some options that weren't originally there may or may not have been added as well, and of course are most likely in the form of a CPU hack.

As for HSR, its functionality on a Voodoo3 is somewhat experimental at the moment (V5 users have had better luck with it), but the concept behind the feature is the same, to remove surfaces that are hidden and are therefore not needed to be drawn, theoretically increasing FPS.
 
Very impressive pics.

Maybe it snowed and iced over, which is why everything is white and the ground is too high :P
 
Looks great.

I think that hidden surface removal could be a thing like portaling, which means that if you are in one room, you cant see something that is in other room which is completly behind the corner. It is good idea, but little harder to code.
 
No, portal space is a rendering technique rather than an optimisation. In other words, the engine (and 'level', i.e. 3d area/mesh) in question both have to have been written/designed in a portal-based fashion to take advantage of portal optimisations; you can't just add it to any old 3d engine. Plus, it's a strictly 'interior' technique only, inside buildings where you have defined 'rooms' and limited ways (only a few doors) to go from one to another.

The graphics cards nowadays /do/ have something like HSR ... IIRC, ATi's version is 'HyperZ', but I've no idea how it actually works ;)
 
I'd just like out that all these speed optimizations won't help SB decrease his render-time. His rendering isn't card-related... It's almost, if not all software based.

Personally, I'd love to port his mesh to Lightwave, and see the difference between the two render-times. (Lightwave renders much differently than Max.)
 
Synergy Blades: I ... simply ... sim ... don't know ... what ... to say !

WOW ! That's the only word that can express my impression !! I smell a fine renderer career in the remake for you ...

 - Alhexx
 
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