Sony press conference announcements

jarrod said:
Well, he got Ridge Racer right. Hear Microsoft's the source for both rumors. ;)

Until I see it an official announcement from Namco, I'll continue to refuse from believing that. :P
 
Haven't seen this pics poted before.

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[This pic is funny somewhat]

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[WTF! This is just a GT4 pic :lol]

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TTP said:
Haven't seen this pics poted before.
Interesting, but I am teh stupid with most of these technical terms. Any help on a more plain english explanation of what "Environmental Mapping", "Subsurface Scattering", "Anisotropic Lighting", etc. mean and why they should matter to gamers? What possibilities do these techniques offer next-gen games?
 
"DCharlie's track record with the insider information has been pretty spotty."

Lol. Who says i tell everything i know to you guys anyways?

after the E3 fiasco and having to see you post this from youevery thread or so, i don't fucking bother (and if you notice - i HAVEN'T bothered since E3).
 
Most of the terms you can kind of figure out just by where the terms are pointing. Subsurface scattering simulates light interacting with translucent materials, like marble, skin, and milk. Basically you can't get realistic looking skin without at least faking subsurface scattering.

The anisotropic lighting obiovusly refers to how the hair was rendered.

The per-vertex lighting model used in OpenGL assumes that the surface has microscopic facets that are uniformly distributed in any direction on the surface. That is to say, they assume isotropic lighting behavior.

Some surfaces have a directional grain, made from facets that are formed with a directional bias, like the grooves formed by sanding or machining. These surfaces demonstrate anisotropic lighting, which depends on the rotation of the surface around the normal to the surface. At normal distances, the viewer does not see the facets or grooves, but rather sees the overall lighting effect from such a surface. Some everyday surfaces that have anistropic lighting behavior are hair, satin Christmas tree ornaments, brushed alloy wheels, CDs, cymbals in a drum kit, and vinyl records.
Source

So basically, anisotropic lighting simulates the grooves or grain in certain materials.
 
DCharlie said:
Lol. Who says i tell everything i know to you guys anyways?

after the E3 fiasco and having to see you post this from youevery thread or so, i don't fucking bother (and if you notice - i HAVEN'T bothered since E3).
Easy there, sluggo. I wouldn't have felt the need to pull the trigger on that 'old gag if you hadn't bothered to insinuate inappropriate things about my manhood. :P
 
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