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Originally Posted by TripolySunni BTW the Jump from PS2 to PS3 wasn't all that impressive. The Poly Count Has Not increased Dramatically in Most Cases, They only Added Normal Maps (this Does Half The Work), They Increased The Texture's Resolution A Lot (did the Other Half) It has a Live Raytrace Render Engine To Give All the Reflections and Some Fake Refractions And they Also added a bit of a Specular Glow on Metallic Shader Models, and High Dynamic range lighting (been around since 2006 games), WHAT i Really Wanted to see Is The SubSurface Scattering.
BTW does Brothers in Arms Have SSS lighting in it, is there any other game that's suppoed to have that???
Has anyone tried rendering with PS3 using the yellow Dog thing for Linux ???
The real Shadows were Not that Good, (reminds me of low quality 256x256 Depth Map Shadows).
And ofcourse The Images Quality and Frame Rates Have Increased ALSO the Machine is Much Stronger and Can Take More Graphics On Screen At Once.
BTW have u guys tried the New 8Bit Megaman 9 game :) |
ahh, ahhhhh, so many questions...
eh, as far as i know such stuff as SSS are not directly supported by the low level hardware of the ps3 nor pc nor wii nor anything.
i'm not sure these consoles have texture size limits anymore either.
the low level hardware packs the processing power and the means to program those effects on the high level APIs, SDKs and 3d game engines.
i think the PS3 has a whole bunch of parallel GPU units that can run customized shader code that can render most of the things programmers think about as long as the realtime framerate is acceptable.
i do remember that the PS3 had a whole heap of parallel processors on it for the average game code.
so there is no just ONE WAY to render shadows or bloom or bump maps in PS3 hardware, although there are standard algorithmic methods used by many game developers when they create their game.
Subsurface Scattering or SSS is not supported in the low level hardware shader code, it's supported by the engines who can implement it efficiently, so stick around and u will see SSS someday if someone can code it fast enough for some PS3 game if they haven't already.
PS3's RSX is sort of Shader Model 3.0 - The INQUIRER