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RabidHaMsTeR.Org • View topic - Next generation of graphics??!

Next generation of graphics??!

Suggestions + Info on development of R4 visuals

Moderators: rabidhamster, Rovastar

Next generation of graphics??!

Postby Rovastar » Fri May 14, 2004 1:56 pm

I just I would show you this (admittedly bad) video from E3 this year. SHowing realtime Nvidea 6800 Ultra witH PS2 and PS3 effects.

http://www.jamesbambury.pwp.blueyonder. ... 3_0002.wmv

Here are the screen shots

http://www.unrealtechnology.com/html/te ... ue30.shtml

I know that all new games, etc up the level of detail, etc. But if this is the first time I have really seen a video of Pixel Shaders used to any good effect. The video is a hand held camera but combining it with the detailed screenshot you should get the idea. :)

The future is bright and more of a reason for ditching OpenGl in R4 to go over to DX for the next project. :)
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Postby rabidhamster » Tue May 18, 2004 7:14 pm

True. I probably will ditch 'GL for the next one. More pressing though is a way to use all the new features from R4's scripting language. I can do some pixel shader stuff with a mod to R4's shaders, but it is kindof limited.

That video looks awesome. Doom 3, Unreal and Half-life are going to be superb. Unreal looks the best at the moment, but from what I know of the iD development team the displaced texturing that makes Unreal so good will probably be in Doom 3 before it ships :)
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Postby Pico » Fri May 28, 2004 7:02 pm

PiCo posts on R4
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Postby Guest » Wed Jun 02, 2004 9:29 pm

I fail to see the reason why you would have to ditch GL. Don't want to start a flame war here, but the real problem is the market share of low-nd and very low-end graphics controllers (you know, those brilliant integrated Intel Extreme Graphics, and to some extent those so-called DX9 parts such as GF-FX 5200 (oh, did I mention GF4 MX ?)).
OpenGL is cut in half : one part is the strong, well-thought API that has been around for more than 10 years and is being used by countless CAD, simultation and other kind of serious graphics applications; the other part is the nasty mess of extensions that expose bleeding edge technology you sometimes can't get in DX (ie reg combiners on GF3/GF4-class hardware). Some major problems have been sorted out, others are in the pipe. OpenGL 2.0 will be announced at SIGGRAPH. Future looks good :-)
And back to shaders, GLSL is no that bad ;-) Drivers just need to mature a bit.

- Dylan
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