News Meet the Team #6- Ben Parry (Graphics Programmer)

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Isn't that "millions of polygons" a little bit of a PR "look at our numbers" type thing? I assume those polys are created with dynamic tessellation so you'd only see that many when it was in your face anyway. Perhaps I'm wrong and each ship really is infinitely crafted!

It kinda is. It doesn't tell how good looking models are or do they make sense in game world. However these terms haven't been used for years in mainstream, as people don't give a **** about it. Good looking models are very important, but count of polys aren't only thing what matters.

Also I wouldn't say that X:R have very high poly count, from the looks of the game. And as I said it isn't that important.
 
Questions for John Kelly

1) How relieved were you when David and Michael came onto the Kickstarter comments forum and took the heat off you as you manned it in the beginning? ;)

2) Favourite ship so far?

3) Any new ships you've designed that are not part of the original Elite mythos, whether you're allowed to tell us about them or not?
 
Are the many polygons pushing only the GPU to the limits? What about the CPU? Perhaps you can tell us what part the CPU is handling and what part the GPU...
I'll try to keep the answer to that one fairly straightforward..
CPU: Most of the game, physics/gameplay/audio/network/animation/resource loading/etc. Rendering-wise, there's stuff to do with selecting what objects are currently visible, and some costs associated with setting a particular job going on the GPU. What's significant is that it tends to be "cost-per-thing", a million poly ship looks the same as a ten-poly one, and there's often work done to batch similar-enough things together so that you can treat it as "one thing" in other places.
The GPU is more specialised and is just hammering away running the shaders it's handed on the geometry+textures+parameters it's handed and spitting out images. it's obscenely fast but manages that by processing stuff in chunks where, for instance, it will execute a single pixel shader operation and 16-64 pixels will all be affected. So the costs on GPU scale with the complexity/size of a thing, but it's a non-linear scale that favours doing more over doing less.
 

StefanOS

Volunteer Moderator
Does anyone have any questions for John Kelly? He's a 3D artist and has been spending the last year modelling ships. ;)

Ask him: Are you aware of that you will make many enemies if you mess up making the COBRA MKIII look STUNNING!! He should not show his nose in ED if he doesn't make the COBRA MKIII look REALLY AMAZING... he will not survive 5 seconds... :p

You know the: I KILL YOU guy...
http://youtu.be/1uwOL4rB-go
 
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Does anyone have any questions for John Kelly? He's a 3D artist and has been spending the last year modelling ships. ;)

Maybe a commentary about how he views differences between bombastic style of ships in EVE and Star Citizen and simplistic functional style reminiscent of Star Wars and Star Trek used in Elite: Dangerous.
 

Philip Coutts

Volunteer Moderator
Question for John Kelly:

Have you managed to escape from the cupboard you've been locked in since dissapearing from the KS boards?

On a more serious note:

How much pressure do you feel updating the classic Elite ships which an awful lot of people are very much forward looking to see?

Also which ships are you currently working on and when are we likely to be told the full roster of ships that will be available upon release?

Thanks
 
Does anyone have any questions for John Kelly? He's a 3D artist and has been spending the last year modelling ships. ;)

How many ships has he been working on (I assume there are more than one 3D artist doing ships)? How many are "finished"? (nothing is ever finished until you hit the deadline ;) )

Is the entire cockpit modeled so that you in theory could spin your head around and look backwards into the ship or is it a forward view only?

To what level of detail are the interiors (other than the cockpit) done on the ships at this stage? Just boxed out in a rough manner or actually modeled to a higher degree?

Are the textures used on the ship procedural in some degree so that a greater variation in "paintjobs" can be achived?

I'll might be back with more questions later...when are you planning to interview him?
 
Question for John Kelly...

Can we see the new Cobra mk III in all its glory?
Please. Please. Please.


:D

Pffft...Cobra! Who cares! :p

I would however want to see at what stage in development the Asp is right now. :cool: The last we saw was some early concept art back in May.
 

Philip Coutts

Volunteer Moderator
Also can I ask ahead of the interview:

What items will be planted onto your desk to make it more interesting & who tells you what to display on your screen when the picture is getting taken?
 

Josh Atack

Former Frontier Employee
Frontier
John Kelly hasn't been working on the Cobra, so he's not the chap to ask.

He's instead been working on.... oh just some elite stuff I'm sure you wouldn't be interested.
 

Philip Coutts

Volunteer Moderator
John Kelly hasn't been working on the Cobra, so he's not the chap to ask.

He's instead been working on.... oh just some elite stuff I'm sure you wouldn't be interested.

Prepare the pitchforks and burning torches these Frontier types are getting cheeky! ;) :p
 
As a fellow trekkie, naming the planet creation software "Genesis" made me chuckle: let's hope it goes better than the original!
 
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