Am I blind or is there no difference in those screenshots?![]()
I think the difference is most apparent in the second Super Mario 64 screenshot. Look at Mario's model. The sharp edges are rounded off in the tessellated screenshot.
Tesselation can add geometry to simpler models without human input, which on a game like Xenoblade would take forever, possibly turning into a full fledged remake of the game assets.Ohhh I see the difference now. Wasn't sure what I was supposed to be looking at at first. But then I guess most people wouldn't notice something like that anyway :x
Hell no. They'd have to downgrade the Tesselation unit for that to happen.I'm not confident the Wii U's tessellation capabilities are anything to write home about. Could be Xbox 360 levels of "usefulness" for all we know.
Thing is, X probably needs as much time as it can before it launches.A HD remaster of Xenoblade probably isn't worth it. I love the game and it scrubs up stupid well in Dolphin, but outside of a higher and cleaner rendering resolution the work to remaster Xenoblade would be pretty huge, and by the time it was done (even if outsourced) we probably wouldn't be far away from X.
R700 was the only GPU to ever use AMD's second generation tesselator. Nobody really knows what that thing is capable of, as it was only ever used in the March of the Froblins techdemo as far as I know. It was never detailed, let alone documented anywhere.I'm not confident the Wii U's tessellation capabilities are anything to write home about. Could be Xbox 360 levels of "usefulness" for all we know.
Those tesselation experiences have 8 years.Guh, no anyway, that kind of tessellation is horrible like those emulator filters are horrible for pixel art.
Just releasing it in HD with AA, new lighting, etc would look way better than tessellating that way.
For good results you need it hand crafted and it's not worth the effort to them.
Might as well spend that effort on X instead.
It's probably like the PSP one, meant for 2D polygon rendering.R700 was the only GPU to ever use AMD's second generation tesselator. Nobody really knows what that thing is capable of, as it was only ever used in the March of the Froblins techdemo as far as I know. It was never detailed, let alone documented anywhere.
On the other hand, PICA200 features a tesselator as well, yet no 3DS game seems to use it. We'll see...
The 3DS one? Nope. It's for 3D. Primarily meant to reduce memory footprint and bandwidth requirements of 3D assets.It's probably like the PSP one, meant for 2D polygon rendering.
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I see, then it seems to support compression (otherwise it would just bloat it). Interesting that such an obscure GPU seems to have implemented what ATi in 2005 hadn't.The 3DS one? Nope. It's for 3D. Primarily meant to reduce memory footprint and bandwidth requirements of assets.
Am I blind or is there no difference in those screenshots?![]()
No.This
Anfikoelias
Stop showing it as an example if you're going to excuse how bad it is by its age. Show something better. I've never seen automatic tessellation processes that look good in similar scenarios. If you have, show us. All the good tessellation I've seen is the modern DX11 use where the developers still handcraft everything (or I guess in cases set certain material properties when it's stuff like the ground, bricks, etc, but you can't do that for characters and structures) like they had to do for normal maps, which again, takes a lot of effort and isn't something they'd do for a HD remaster of a game that didn't sell great to begin with. Things like this just cannot happen automatically/magically if the tessellated model wasn't done by an artist in that form.Imperfect 8 year old tesselation based on 2002 algorithms, yes; same/no difference, no.
No.
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Imperfect 8 year old tesselation based on 2002 algorithms, yes; same/no difference, no.
I would, but there's no other examples on older games; no one has tried to force it via emulation in recent year nor in remasters of old games.Stop showing it as an example if you're going to excuse how bad it is by its age. Show something better. I've never seen automatic tessellation processes that look good in similar scenarios. If you have, show us. All the good tessellation I've seen is the modern DX11 use where the developers still handcraft everything (or I guess in cases set certain material properties when it's stuff like the ground, bricks, etc, but you can't do that for characters and structures) like they had to do for normal maps, which again, takes a lot of effort and isn't something they'd do for a HD remaster of a game that didn't sell great to begin with. Things like this just cannot happen automatically/magically if the tessellated model wasn't done by an artist in that form.
Because they're so low polygon and it adds detail in a additive way rather than subtractive one.I can see it. They become fatter with tesselation.
So basically you're speculating it would look good.I would, but there's no other examples on older games; no one has tried to force it via emulation in recent year nor in remasters of old games.
Is this for 3DS + Wii U or just Wii U?
He didn't say this.The next ND is for WiiU 3rd Party Titles only.
No, we both know enough of the tech and it's purpose so let's cut the chase.So basically you're speculating it would look good.
I disagree, with emulation you're forcing it like a filter; it's like some MLAA applications, you're applying it on top of it all so it even goes for the HUD; in this case you have no control over the geometry it aplies to (geometry that you can't possibly swap too).Maybe that nobody's done it is another hint that it does look pretty awful unless you handcraft everything.
On scenery? not so much.As for how it looks when you have more polygons, well, Xenoblade has few polygons, much closer to the N64 games than your example (where I have to say those added polygons are also a waste of resources, you wouldn't tell much of a difference between the second and third face if the textures and stuff are good).
He didn't say this.
Character models are in the 1500/2000 polygons range
I thought they have way less by how they look... How many triangles is Snake in MGS2 for comparison? He is 1631 in Peace Walker, double that in cut scenes. I guess Xenoblade's modelers didn't do a very good job, even considering the variable gear. Previously I was blaming the Wii for how they look, thinking they spent all its resources for the environments, but given the polycounts they could have looked as good as almost any other PS2/GC/Wii game's characters. Crystal Bearers included?You're off a little. Using Melia as an example, her default equipment has 2975 polygons, while one of her most popular equipment sets has 3789 polygons. That's in battle of course; cutscenes use slightly higher poly faces, with deeper mouths and eyelids.
So glad I preordered Xenoblade. It might end up as rare as Xenogears if Nintendo doesn't do a reprintThat is insane. I hope Ninty does a reprint or an HD release for the WiiU.
I thought they have way less by how they look... How many triangles is Snake in MGS2 for comparison? He is 1631 in Peace Walker, double that in cut scenes. I guess Xenoblade's modelers didn't do a very good job, even considering the variable gear. Previously I was blaming the Wii for how they look, thinking they spent all its resources for the environments, but given the polycounts they could have looked as good as almost any other PS2/GC/Wii game's characters. Crystal Bearers included?
Ah, thanks for that!You're off a little. Using Melia as an example, her default equipment has 2975 polygons, while one of her most popular equipment sets has 3789 polygons. That's in battle of course; cutscenes use slightly higher poly faces, with deeper mouths and eyelids.
I stand by what I've said, they're too similar and I'm not the only one criticizing.Yeah, no, those face models differ at least as much as the differences you note in Xenoblade's characters... Nose, lips, eyes, cheekbones... And anyway two Square characters are hardly most Japanese HD representations or whatever.
You could probably do the same type of image with Layle or some random Kingdom Hearts character, all not HD.
Not seeing the use. More like the desire to show them, as I never said its characters look alike to need visual proof that they look in fact different (though you do overstate it). Just disputed that all HD Japanese characters look alike and your examples (why not show that girl vs the afro dude in XIII eh) for that statement (and so the theory that it's better to start low poly).I actually screencapped my whole Xenoblade playthrough (yes, I'm a total nutter) I can finally use the darn shots for something!
Not saying you did, I just like to elaborate on my points and felt I could elaborate further (I actually can relate with your points).Not really seeing the use. More like the desire to show them, as I never said its characters all look alike. Just disputed that all HD Japanese characters look alike and your examples for that statement (and so the theory that it's better to start low poly).
Maybe that nobody's done it is another hint that it does look pretty awful and wastes tons of resources unless you handcraft.
As far as I remember he didn't actually say that there's going to buch such a Nintendo Direct.
Only discussing tessellation for a Xenoblade HD remaster, I dunno what confused you. Tessellation is obviously perfectly viable and more than that desirable for new games if the intended hardware can handle that. Redoing characters is I suppose viable, if we're talking main characters only, but that would only make the visuals less coherent and consistent, negating benefits.Or are you guys only discussing tesselation in older games through emulation?
Only discussing tessellation for a Xenoblade HD remaster, I dunno what confused you. Tessellation is obviously perfectly viable and more than that desirable for new games if the intended hardware can handle that. Redoing characters is I suppose viable, if we're talking main characters only, but that would only make the visuals less coherent and consistent, negating benefits.
This started of as a suggestion for the prospect of "what if" they did a HD remaster of Xenoblade; remaking it as a whole would be silly so I suggested new/enhanced detail character models, retexturing and just applying Tesselation to the environments; of course there's glitches and shapes to be preserved so it can never be applied as a filter (as seen on those emulation examples) but would still make way more sense than having to touch up and remodel every polygonal asset in the game.Not sure what the issue is. So you need to build the character with tesselation in mind in order for it to pay off? And? If only you used it on the main characters, it would still be worth it, as they are the ones in the picture most of the time. How much longer would it take a professional 3D artist/modeler to build a model like that? For a game that huge and costly, this will not be the issue. So i don't really understand why you would bring this up. Or are you guys only discussing tesselation in older games through emulation?
My bad; I pulled it out as a proof of concept.Well, for starters, that this is a thread about a game yet to be released, and i didn't feel like going through all the posts about 20 year old games. So, that is what confused me![]()
My bad.
anyone else doesn't want to see monolith soft get nintendofied? as much as i love nintendo, i want monolith to stay largely independent.
anyone else doesn't want to see monolith soft get nintendofied? as much as i love nintendo, i want monolith to stay largely independent.
I reckon, from past Iwata Asks that Nintendo doesn't really come in between outside development cultures like that; their supervising effort is to pull out the best game possible and for that they might demand stuff, but it's in the train of thought of keeping the core idea intact or adding to it.anyone else doesn't want to see monolith soft get nintendofied? as much as i love nintendo, i want monolith to stay largely independent.
anyone else doesn't want to see monolith soft get nintendofied? as much as i love nintendo, i want monolith to stay largely independent.