phosphor112
Banned
Wow this thread got interesting real fast.
I can tell you that's not the answer he's looking for.
Hard to reason with ignorance.
He even ignored StevieP. I learned my lesson in ignoring him before.
Wow this thread got interesting real fast.
I can tell you that's not the answer he's looking for.
Hell they can't even do SVOGI at an acceptable framerate either. And that's quite a few steps down from ray tracing. I mean in theory it should be a good enough approximation when we can achieve it. But it's still not anywhere near the same complexity.
Didn't that UE4 demo run off of a GTX 680?
What's your guys' opinions on how SSBWU (seriously, is this what we're gonna call it?) looks right now? It's definitely improved on SSBB (I mean, obviously), but I feel it's not as impressive as it could be. I still see low poly objects (like Fox's tail) and none of the characters have shadows.
This was one of the reasons I wasn't too thrilled about having Namco spearhead development. Seems clear they're not as tech savvy as Hal (and even Game Arts!).
I really want someone to explain to me in the light sources is not prefix you have many autonomous light sources that are reflecting to each object on that cave what kind of shaders does that if it isn't ray tracing? Real question.
Light sources don't "reflect" on things, they light them.
In this case it looks like all of the "lights" on the little dudes are just emissive with the overdone bloom making them look like they affect the scene.
Or maybe it's deferred and you're just getting diffuse/spec with no bounces. That's not ray tracing, that's just normal shading. Really hard to tell what's going on with a screenshot as nothing moves.
I could find a better video but here
http://www.youtube.com/watch?feature=player_detailpage&v=3NwIDZvcCM8#t=389
For me I could say to correct myself about ray tracing maybe it is another shader that I do not know about. I would look at it more and return with more information.
I could find a better video but here
http://www.youtube.com/watch?feature=player_detailpage&v=3NwIDZvcCM8#t=389
For me I could say to correct myself about ray tracing maybe it is another shader that I do not know about. I would look at it more and return with more information.
You can see that the rusted out parts of the texture are black, because they shouldn't be reflecting light.
That's just standard specular lighting, not raytracing. Example in CryEngine 3:
![]()
It's been used for a while but used extensively only recently, thanks to the introduction of deferred shading/lighting.
The moving lights in that video all seem to have your fairly basic combo of (likely non-bouncing) diffuse and specular reflection.For me I could say to correct myself about ray tracing maybe it is another shader that I do not know about. I would look at it more and return with more information.
I fully understand that you won't be convinced by this, but whatever.
I don't even see any reflections in this image at all:
![]()
Yellow part looks like geo but could potentially be misconstrued as a reflection.
.
![]()
... Either way much of the scene looks "off" given the weird inconsistently lit stuff.
OT: You know you're right about this scene with the lighting being kind of placed randomly. What if the glow on ground circled in red is suppose to be from the engine but they positioned it wrong?
Could be screen-space and possibly ray cast, like the new Killzone on PS4.![]()
What about this reflection ?
Is it raytracing?
There's a reason MU is the first Pixar movie to use it instead of just approximating it. Because it's a giant resource hog.
Digital Foundry now has a Face-Off for Rayman Legends.
Overall, it's clear that the Wii U offers up the definitive version of the game as imagined by its creators, and does so by introducing GamePad-exclusive mechanics that are well thought out and that never feel like cheap gimmicks.
When it comes to the Wii U, Digitial Foundry is the worst source of information for this hardware.
They write off all benefits shown on the Wii U's versions of games and sometimes even outright lie to downplay it like they did with that Splinter Cell Blacklist faceoff. They contradicted themselves and their own footage. Their bias outweighs their analysis.
I wouldn't invest 2 cents in their faceoffs unless its just inbetween the PS3/360(in which case they still seem to largely favor Sony). The Lens of Truth has proven the far superior and more accurate source of analysis in recent times.
They usually favor Microsoft not Sony.I wouldn't invest 2 cents in their faceoffs unless its just inbetween the PS3/360(in which case they still seem to largely favor Sony). The Lens of Truth has proven the far superior and more accurate source of analysis in recent times.
Ray Tracing is not a shader code and it's not a switch; it's raping whatever hardware you have in order to simulate something you can do cheaper via other methods; so on PS4 if you went that route you'd probably end up with something more akin to a PS2 game; it's not gonna happen.Can you please correct me if I am wrong with what I said about ray tracing, what other shader code can produced this kind of effect on light diffusion on surfaces? Real question.
They didn't say anything bad about the Wii U version of Rayman and actually labeled it as the definitive version. The article was fairly unbiased.
Nintendo's approach is one size fits all; like how Wii mode when Wii U launched allowed sound over HDMI to be mirrored via the analog out (handy when you're feeding it to a stereo/receiver without HDMI); only to be nuked on a later update. 5.1 LPCM also being pretty brutal, they could have conceived a way to output 5.1 in some analog way via adapters, even without Dolbi Digital support/fee's.Does anyone know why the Wii U does not support full RGB output? I'm struggling to think of a reason and it only results in washed out screenshots when viewed on monitors.
The problem here is that you're mistaken about the light sources (although the error is not your fault but Jack Cayman's who explained them wrong).I fully understand that you won't be convinced by this, but whatever.
I don't even see any reflections in this image at all:
![]()
The red bit is a glossy specular highlight, this stuff is common all over and doesn't involve raytracing.
Green parts are stupid lens flare cluttering up the scene, plus some bloom.
Blue parts are weird lit parts that don't make any sense given the direction of the light inferred from the specularity in the red circle.
Yellow part looks like geo but could potentially be misconstrued as a reflection.
Maybe there are cube maps in there but they are very subtle. Either way much of the scene looks "off" given the weird inconsistently lit stuff.
![]()
What about this reflection ?
Is it raytracing?
The problem here is that you're mistaken about the light sources (although the error is not your fault but Jack Cayman's who explained them wrong).
There are two fonts of light here, the first one is the sunlight, which is represented by the green circle at the top of your image.
The second one is the engine of the space-ship, which is located at the bottom part of it (there is a small blue circle made by you, the light is casted from here).
The blue circle at the top of the spaceship is another light of the ship, but a small one that doesn't has much impact on the surroundings or any at all.
Then the red circle on the wet ground is the reflection of the light of the engine. and the reflections on the onion ship (the green circle at the right and the blue circle at the onion itself) are reflections of the reflections of that same light.
The yellow circle is probably a Pikmin.
When did this become the "let's praise and promote Sony" thread?
When it comes to the Wii U, Digitial Foundry is the worst source of information for this hardware.
They write off all benefits shown on the Wii U's versions of games and sometimes even outright lie to downplay it like they did with that Splinter Cell Blacklist faceoff. They contradicted themselves and their own footage. Their bias outweighs their analysis.
I wouldn't invest 2 cents in their faceoffs unless its just inbetween the PS3/360(in which case they still seem to largely favor Sony). The Lens of Truth has proven the far superior and more accurate source of analysis in recent times.
Relax, someone was showing a graphical technique that another poster was mistaking for ray tracing on the WiiU.
So because they don't agree with your perception of the hardware they are 'the worst source of information'.
Digital Foundry has been used for years as the premium source for console face off's, just because you don't like what you are hearing (which is about right from the WiiU games I have played) doesn't mean they are no longer relevant lol...
Do you actually own a WiiU Krizzx ?.
Relax, someone was showing a graphical technique that another poster was mistaking for ray tracing on the WiiU.
So because they don't agree with your perception of the hardware they are 'the worst source of information'.
Digital Foundry has been used for years as the premium source for console face off's, just because you don't like what you are hearing (which is about right from the WiiU games I have played) doesn't mean they are no longer relevant lol...
Do you actually own a WiiU Krizzx ?.
Unless DF lied so far as to label images "360" when they were from another platform, this is false. I don't have much in the way of pixel-counting experience, but it's not hard to recognize native-res geometry. The jaggies in all of those images line up exactly with the 1920x1080 pixel grid, no scaling artifacts or anything.DF are blatantly lie about IQ on Xbox 360 I have already looked screen by screen comparison from both versions, Xbox 360 do not support 1080p natively
Mind pointing to examples? The screenshots I'm looking at seem to have pretty close parity in visual makeup. Sometimes there's a more diverse set of assets being used on the WiiU version, likely due to the larger memory pool, and for the same reason I wouldn't be surprised if you're correct that the WiiU's backgrounds have more animation frames. But I'm not seeing a great deal of evidence that the PS360 are rendering less stuff per frame.it is missing a lot of stuff like particles and smoke effects
Unless DF lied so far as to label images "360" when they were from another platform, this is false. I don't have much in the way of pixel-counting experience, but it's not hard to recognize native-res geometry. The jaggies in all of those images line up exactly with the 1920x1080 pixel grid, no scaling artifacts or anything.
Mind pointing to examples? The screenshots I'm looking at seem to have pretty close parity in visual makeup. Sometimes there's a more diverse set of assets being used on the WiiU version, likely due to the larger memory pool, and for the same reason I wouldn't be surprised if you're correct that the WiiU's backgrounds have more animation frames. But I'm not seeing a great deal of evidence that the PS360 are rendering less stuff per frame.
Are you sure this is all true, Jack?
The X360 supports 1080p output and Rayman Origins did run at that resolution.
In addition it is a 2D game, so running it at 1080p should not be impossible.
I do agree that it probably isn't a good indicator of how the performance of the WiiU compares to PS360.
You can check out yourself, if you have the means. But from what I saw it is zoomed. I will try to post some screens later.
Also Origins did not run natively 1080 on xbox 360. Only PC and Ps3 Versions were running on 1080 native resolution.
I have not been able to find any hint that the X360 version of Origins does not run at native 1080p, not on Beyond3d nor anywhere else. I don't think there is any reason why it shouldn't.
Do you have any sources for the Rayman Origins/Legends x360 pixel count?
Rayman Origins is not listed in that link.
So that is no confirmation.
What are listed, however, are several 1080p native X360 games. Some even with 4xAA.
Actual 3d games, not 2d-games like Rayman.
The fact that there are several sub-HD games on the system does not mean that it cannot output a full 1080p image.
I'm rather skeptical of your competence when it comes to determining technical details like this based on screenshots after the whole raytracing fiasco.
You made the claims, the burden of proof is on you. Just like how you claimed there was Ray Tracing, when in fact there wasn't.You can check out yourself, if you have the means. But from what I saw it is zoomed. I will try to post some screens later.
Also Origins did not run natively 1080 on xbox 360. Only PC and Ps3 Versions were running on 1080 native resolution.
You made the claims, the burden of proof is on you. Just like how you claimed there was Ray Tracing, when in fact there wasn't.
Here is the PC picture of Rayman Legends
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/PC_000.bmp.jpg
Here is the 360 version of the same scene. Use the cage to compare as you can see the aliasing, allowing you to compare the two.
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/360_000.bmp.jpg
Here is the Wii U picture just for the comparison.
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/WiiU_000.bmp.jpg
Same native resolutions.
I beg to differ because I saw this versions in my TV with my own eyes if it is so important to prove something to you if I can find a GOOD video capture card I will post direct feed from all versions of the game then you can post all DF screens you want for comparison. For now my TV and my eyes sees different things and from the people that I was with when we did the test agree as well.
If you can supply solid capture as evidence, then by all means, do so! DF's images very much imply a 1920x1080 backbuffer on Xbox 360, which would make a backed-up claim to the contrary extremely interesting in all kinds of horrible/awesome ways.I beg to differ because I saw this versions in my TV with my own eyes if it is so important to prove something to you if I can find a GOOD video capture card I will post direct feed from all versions of the game then you can post all DF screens you want for comparison. For now my TV and my eyes sees different things and from the people that I was with when we did the test agree as well.
I'm calling you out. You're full of shit. The uncompressed direct captures are there. It's native on all consoles.
Your "eyes" claimed there was ray tracing. Your lack of technical knowledge didn't even understand or know about BASIC specular mapping.
If you want to make claims, back it up with your, so called, "facts."
All I see is just bullshit coming from you.
What the fuck are you talking about? You can screen space light sources just fine.
http://youtu.be/JWvgETOo5ek?t=1m52s
See that? That's NOT ray tracing. That's an SSR.
That's not totally accurate. Ray tracing has been seen in movies for decades. Pixar's renderer Photorealistic Renderman started life as a scanline renderer and that's where most of Pixar's tools in regards to lighting and rendering stem from. It also wasn't just about going to raytracing (since Renderman has supported it for a few years) they went for a much more physically accurate render process in both the lighting and shader models. It wasn't as simple as well it was a giant resource hog. It was a workflow choice, a style choice, a production choice as well as a resource choice. As a note, Blue Sky has their own proprietary renderer that has been using raytracing, and going after physically accurate lighting for over a decade now.
You made the claims, the burden of proof is on you. Just like how you claimed there was Ray Tracing, when in fact there wasn't.
Here is the PC picture of Rayman Legends
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/PC_000.bmp.jpg
Here is the 360 version of the same scene. Use the cage to compare as you can see the aliasing, allowing you to compare the two.
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/360_000.bmp.jpg
Here is the Wii U picture just for the comparison.
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/WiiU_000.bmp.jpg
Same native resolutions.
You made the claims, the burden of proof is on you. Just like how you claimed there was Ray Tracing, when in fact there wasn't.
Here is the PC picture of Rayman Legends
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/PC_000.bmp.jpg
Here is the 360 version of the same scene. Use the cage to compare as you can see the aliasing, allowing you to compare the two.
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/360_000.bmp.jpg
Here is the Wii U picture just for the comparison.
http://images.eurogamer.net/2013/articles//a/1/6/1/2/3/1/6/WiiU_000.bmp.jpg
Same native resolutions.