[sldev] Sculpties: Vacuum-Forming, Skittering, Zone Linking
Dzonatas
dzonatas at dzonux.net
Tue Oct 9 11:53:56 PDT 2007
Dale Mahalko wrote:
> If game companies could figure out a way to implement outline
> shapes/surfaces, then 3D games wouldn't becomes "dated" so quickly.
> The triangle density for an old game could progressively improve to
> match the capability of better and faster new hardware, without
> needing to go back and re-edit raw vertex models to manually add more
> triangle detail.
>
This is the fear that game companies have that are dependent upon
graphic cards as they have been. The new real-time raytracing hardware
can do what you say. The triangular faced mesh does not need to exist in
a ray-traced scene. LOD becomes more of critical prims to display in RT
rather than re-sampled meshs. Also, far distant meshs in non-RT are
more computational then RT scenes. The graphic card companies have
attempted to create special RT hardware as a hybrid move on the cards so
they can capture the RT audience, but it still is not pure RT. The main
factor for very dense RT scenes is the memory bandwidth. With even
hybrid RT on the graphics card, it creates a demand to greatly increase
memory on that card to make it even useful. People will start to ask,
why can't the graphics card just use the main memory, so then I can just
buy main memory and make it all useful for even non graphical apps?!?!?
One way to increase loading time is to get rid of the graphic card
bandwidth bottleneck, and go with RT models on the main CPU where memory
can be dynamically accessed faster.
--
Power to Change the Void
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