Metroid-Squadron said:
False. HDR is more than just bloom. Using high precision values to make the lighting calculations is an absolute MUST for realistic graphics. Ask any graphics programmer about it.
He stated that it was more than Bloom. Yes, HDR is many things that are put together, like GI
Metroid-Squadron said:
FarCry 2 didn't ship with GI if i recall, it was dropped. As for the MLB game, I remember an image explaining how they shade the objects in realtime, but it doesn't say anything about OBTAINING the lighting information at runtime. I could be wrong, of course.
You would have to search that out but it's full GI.
Metroid-Squadron said:
Actually, a full deferred renderer allows for less advanced shaders. Get your facts right.
Deferred rendering allows for better shading because most of the shading is done once then placed in a buffer. It is more effiecent in that reguards. MRT make for a simpler shading because it processes 1 effect per buffer. That allows for a faster, more percise render. When all of the MRT are combined, that's where you see the results.
Metroid-Squadron said:
Funnily enough, KZ3 actually does use bitmaps for a lot of its backgrounds, lol.
Have you played that Maulr level or the snow scene? No cheating there.
Metroid-Squadron said:
KZ3 is a combination of full res and quarter res buffers, C2 does them all at the same res.
They are "full res" because they are not transparent. Overdraw eats bandwidth.
Metroid-Squadron said:
No it doesn't. Plenty of surfaces use it, like concrete. Also, no need for tech euphemisms, detail mapping is simply another texture layer repeated over and over on the same surface.
2 things, 1. The detail mapping carries normal information, it's not just some texture. 2.even if there were some in C2 it's no where near as detailed.
Metroid-Squadron said:
C2's AI doesn't cheat. And what do you mean by more advanced? If anything the alien AI in C2 with its ability to freely traverse all kinds of surfaces both horizontal and vertical is pretty advanced.
The a.i. in C2 always know where you are versus KZ2/3 which uses a ray tracing method and prediction navigate and "see" where the player is.
Metroid-Squadron said:
That method is still not properly specified. The same thing you complained about previously about CE3's GI method.
The information is there.
Metroid-Squadron said:
Not really, a lot of particles in KZ2/3 go through objects.
See, that's where you're wrong unless you're referring to te clipping of larger particles like smoke which will partially clip other than that KZ2/3 has a set amount of particles to render. It will scale if it's reaching capacity and they are all designed to collide.
Metroid-Squadron said:
Characters in the screens posted appear to use SSS. Translucency IS a shader effect, look at the aliens upclose.
Yes, i am aware of what transparences are. I'm saying it's nothing special. And just because it appears to have SSS doesn't mean it is.