Yep, that is exactly what every scene in Elite is going to look like. Some people were doubtful about the horses to begin with but they grow on you eventually.
Yep, that is exactly what every scene in Elite is going to look like. Some people were doubtful about the horses to begin with but they grow on you eventually.
Big LOLYep, that is exactly what every scene in Elite is going to look like. Some people were doubtful about the horses to begin with but they grow on you eventually.
Juniper: It's all about the Earthshine. One reason sci-fi films often look nicer than games is that they can get away with using a traditional three-point lighting setup that breaks down when you have a player moving the camera about, or can just generally pick a flattering angle. The more legitimate major light sources we can get in, the more angles we'll have that look nice, so it would be a crime to ignore that kind of an opportunity.
Ben Parry said:The only procedural thing I can think of is that I’ve created (or at least half-finished) a system for slowly building up dirt and weathering based on the ship’s geometry.
Yep, that is exactly what every scene in Elite is going to look like. Some people were doubtful about the horses to begin with but they grow on you eventually.
Hello Ben! Nice interview!
1 question: ED is in the same field like the soon coming X-Rebirth and Star Citizen (SC) in 2015. Especially SC is pushing the polygon counts in unbelievable high numbers, hundred of thousands for each ship, player character, and millions for capital ships, the promotion videos look amazing. How do you see this evolution generally as graphic programmer, and what is the FD / ED approach in this matter???
I'm all for spending poly budget on stuff, but I'm also for spending that GPU power elsewhere if it'll give you better results - it's not immediately obvious but if you start using so many triangles that they're less than a pixel big, you pay a big performance cost for pixels you're not even using as the GPU is designed for parallel work.
In short: we'll doubtless find something to spend all the GPU resources on![]()
I also assume that you are going to take into consideration future expansions to some degree? Having lots of polys on the ships and stations is "easy" as long as the rest of the environment is just a big skybox. Later down the line when terrain, vegitation, animal life and whole cityscapes are implemented there is going to be quite a bit more strain put on the GPU I reckon! Yes, I realize that LOD systems are going to play a big part here, but still...
Also, I'm a bit sceptical about the extreme level of detail that SC is going for on their models since most of the time you won't see that anyway. Sure it looks nice while you walk around the ship up close, but in a dogfight?
Also, I'm a bit sceptical about the extreme level of detail that SC is going for on their models since most of the time you won't see that anyway. Sure it looks nice while you walk around the ship up close, but in a dogfight?
Disco horses ftw. With camelshine.
I'm all for spending poly budget on stuff, but I'm also for spending that GPU power elsewhere if it'll give you better results - it's not immediately obvious but if you start using so many triangles that they're less than a pixel big, you pay a big performance cost for pixels you're not even using as the GPU is designed for parallel work.
In short: we'll doubtless find something to spend all the GPU resources on![]()
Misread that and thought I had wandered into the wrong forum.Camels too?