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Thread 724842196

17 posts 8 images /v/
Anonymous No.724842196 [Report] >>724854537
Dead Rising
wtf???? is this AI or something??? how can a PS3/Xbox 360 game have real time reflections? this shouldn't be possible without raytracing.
Anonymous No.724842271 [Report]
pls be baiting pls be baiting pls be baiting
Anonymous No.724842689 [Report] >>724842791 >>724845152
They carefully design the room so it doesn't overtake the rendering time budget and render everything twice when the mirror is on camera
Anonymous No.724842791 [Report]
>>724842689
That shouldn't be possible, more so on 256mb of ram, the xbox 360 and PS3 would not be able to run the game in anything but 5 fps no matter how much you optimize, just look at modern games for example, they would DIE if you did this, and that's with 8GB of ram even
Anonymous No.724843512 [Report] >>724845152
shit bait thread
Anonymous No.724845152 [Report] >>724845345 >>724847478
>>724843512
I accept what >>724842689 as the way they've done it, what I cannot accept is that it was done on consoles that did not evne have 512MB of ram, 256MB is just not enough for duplicating a scene that's already using half of it, if not more than half.
Anonymous No.724845345 [Report]
>>724845152
It's not really making an entire whole other room, just how much the level designers believe could be reflected.
All that said, raytracing a shit and whatever retard decided to push software technology that average consumer hardware has yet to effectively utilize should be kicked out of the industry, and this is a stance I've held from all the way back when crysis was the butt of the joke.
Anonymous No.724847478 [Report] >>724847712
>>724845152
Bait or not,
that "OMG u gotta render teh scene TWICE!!" meme is ancient as the rotary phone itself, and never fails to out literal tech-letts.

We already had Render-2-texture tech running on Nintendo 64.
Anonymous No.724847712 [Report] >>724848213 >>724851289
>>724847478
op? do you know what render to texture even is? have you tried killing yourself?
Anonymous No.724848213 [Report] >>724849610
>>724847712
>do you know what render to texture even is?
Yes. You take footage from a camera, and render it onto a texture, rather than the main screen.
This is how things like Planar reflections were done for decades. It's also how N64 did things like the jiggy pieces in Banjo-Kazooie.
Anonymous No.724849109 [Report]
wait until you see DR3's relfections
Anonymous No.724849610 [Report] >>724851381
>>724848213
>Yes. You take footage from a camera, and render it onto a texture, rather than the main screen.

correct! render to texture isn't tech, as you said, but more of a concept, where the rendered scene being put on a buffer isn't fast tracked to the screen, but instead utilized as a texture
now, the issue is, given that you just rendered a scene to be used on a texture, and it's from a different perspective than your main camera, and rendering a scene twice is a conspiracy theory, what do you throw on the main screen?
Anonymous No.724851289 [Report]
>>724847712
rude
Anonymous No.724851381 [Report] >>724851898
>>724849610
In English doc?

Rendering stuff on multiple pass ain't some massive "gotcha!" thing zoomers make it out to be. You can optimize the input and output of the R2T projections in many ways, such as by limiting the rendering res, LOD, filters, and other details. You can also completely disable reflections / CCTV output when the surface is not on the screen, and use the surface itself to cull stuff on the main screen.
Anonymous No.724851898 [Report]
>>724851381
anon...
Anonymous No.724854537 [Report] >>724857164
>>724842196 (OP)
Isnt this an isolated room?
Anonymous No.724857164 [Report]
>>724854537
looks pretty open to me