071112 / Critic previous | next I decided to take a break from my normal routine of talking about boring GPU programming stuff (and the progress on my game) to become game industry critic for just one blog post. Great Art Direction from An Independent What a great example of art polish, the golden hour color tones, soft backgrounds, the lighting, all very well done. Check out their gallery for a few more awesome screen shots. Also here is a link to a previous gamedev.net image of the day post showing progression of their graphics engine. Non-Photo-Realistic-Rendering Very impressed with Valve's Team Fortress 2 illustrative rendering engine. Insomniac I loved the Ratchet series on the PS2 (excluding Deadlocked). Haven't purchased a PS3 yet, I'm waiting simply because it forces me to work more on my game ... however Tools of Destruction will be the next game I purchase. Why, because the previous games were simply my kind of fun. BTW, Insomniac has a great tech page. Impression of the Crysis Demo Today I got a chance to try the Crysis demo out on a 8800 with settings maxed out. First off, very impressive work, they have advanced quite far. However, I feel sorry that they are caught up in the DirectX 10 Vista BS (where Microsoft's marketing goal is to try and force people to upgrade by not releasing DirectX 10 for XP). Having the "High" setting disabled in XP was sure a sour move. IMO, the whole "no DirectX 10 for XP" sure screwed the game industry over, drastically slowing down the ability for developers to adapt DirectX 10 features. Forcing next-gen games to have a near identical DX9 fall back rendering path, which can clearly be seen in the DX9 hack to enable "High" on the Crysis demo. Not much difference there. Nothing shatters the illusion of a virtual world for me more than aliasing. I just don't understand this push for ultra-high resolution rendering, where everything ends up looking like polygons and pixels, even with anti-aliasing on. The alpha test aliasing artifacts in Crysis are just too distracting for me. Moving Beyond Surfaces I think the guy at meshula.net is right on, especially his section on Moving Beyond Surfaces talking about painting the air between surfaces instead of the surfaces themselves. This is something which current raster graphics hardware is simply not designed to do well, because of the problems of needing to draw depth sorted objects for proper alpha blending. This is exactly the thing I am trying to do with my compositing engine. For example here is a Atom in-engine (meaning not a fake off-line rendered shot with in-game assets) showing each pixel doubled without filtering (nearest up-sample). No aliasing, partly solved by rendering the "atmosphere between objects", and secondly solved by not having objects not built out of polygons (no hard edges). Compare this to the up-sampled image from Crysis. The illusion of a "real" virtual world is instantly killed by aliasing. Just got another great idea, in game sharpening filter. Something which couldn't be done with an aliased image. Here is a non-upsampled crop with sharping applied. Enough being critical, time to get back to work... | Atom ©2009-2007 Timothy Farrar Latest Blog Entries 090407 . dxt tip 090320 . gdc 2009 090318 . re-attachable code 090311 . atom tri soup 090305 . voxels 090219 . r600 090218 . arm vfp 090212 . iphone atom 090208 . iphone 090207 . kz2 ii 090129 . gt3xx speculation 090121 . killzone 2 090110 . hole filling 090108 . structure synth 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install
Index 000000 . index
Graphics 090311 . atom tri soup 090110 . hole filling 081218 . reprojection 2 081217 . reprojection 081209 . opencl 081014 . octahedron map 081010 . temporal locality 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080319 . beyond the vacuum 071130 . GPU only 071121 . deferred 3 071116 . deferred 2 071103 . random shots 071025 . motion cards 071018 . cubemap concepts 071015 . drawing reverse II 070926 . drawing in reverse 070822 . new pipeline progress 070819 . high dynamic range 070817 . video update 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070713 . micro impostors 070711 . infinite LOD 070710 . graphics engine intro
Interaction 071204 . GPU only 2 071018 . cubemap concepts 070816 . CFD videos 070730 . CFD code 070715 . self healing
Networking 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth
Sound 070709 . 3D audio / KEMAR
Language 090318 . re-attachable code 081030 . p r d a 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th
Elsewhere andrew selle adrian crook alex champandard angelo pesce aras pranckevicius brian karis cedrick collomb christer ericson chris hecker craig reynolds dave moore david lenihan ignacio castano jeremy shopf jonas risbrandt ke-sen huang marco salvi mikael christensen mike acton mingw naty hoffman nick porcino oss pete shirley pierre terdiman pixar papers realtime rendering ron fedkiw tom forsyth vincent scheib wolfgang engel All Blog Entries 090407 . dxt tip 090320 . gdc 2009 090318 . re-attachable code 090311 . atom tri soup 090305 . voxels 090219 . r600 090218 . arm vfp 090212 . iphone atom 090208 . iphone 090207 . kz2 ii 090129 . gt3xx speculation 090121 . killzone 2 090110 . hole filling 090108 . structure synth 090105 . nv gpu prg + tes 081230 . gl3 textures 081224 . larrabee 081223 . 3d ifs art 081219 . gl3 driver 081218 . reprojection 2 081217 . reprojection 081216 . pc gpu stats 081209 . opencl 081115 . r2 081106 . arm vfp11 081102 . gl3 on linux 081030 . p r d a 081020 . temporal binned ring buffer 081014 . octahedron map 081010 . temporal locality 081008 . future hardware 080926 . changed email 080918 . general purpose 080826 . olick paper 080814 . otoy, braid 080813 . opengl 3 II 080811 . opengl 3 080806 . random stuff 080718 . nv perf kit 080709 . antialiasing 080704 . micro polys II 080628 . micro polys 080524 . triangles 080426 . parallel II 080319 . beyond the vacuum 080223 . human head + parallel 080114 . xp install 080108 . 2008 071207 . G84 071204 . GPU only 2 071130 . GPU only 071126 . opt+more 071121 . deferred 3 071116 . deferred 2 071115 . critic 2 071112 . critic 071108 . GPU assembly 2 071104 . GPU assembly 071103 . random shots 071031 . cubemap seams 071026 . transform feedback 071025 . motion cards 071024 . GS woes 071019 . cubemap woes 071015 . drawing reverse II 070930 . porting to sm3.0? 070926 . drawing in reverse 070921 . assembler in atom4th 070919 . editor working 070915 . chicken and egg 070912 . font making 070910 . 2 4th | !2 4th 070822 . new pipeline progress 070819 . high dynamic range 070818 . DFES 070817 . video update 070816 . CFD videos 070810 . engine lighting 070809 . engine videos 070731 . screen shots 070730 . CFD code 070715 . self healing 070713 . micro impostors 070712 . fragment raytracer 070711 . infinite LOD 070710 . graphics engine intro 070709 . 3D audio / KEMAR 070708 . breaking firewalls 070707 . management servers 070706 . 510 players / 128Kbps 070705 . UDP player bandwidth 070704 . network latency 070703 . cost of bandwidth 070702 . market research
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