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#1 |
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Supermodder
Join Date: Jan 2006
Location: London
Posts: 395
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Procedural Textures: Gaming's Future
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#2 |
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I pwn all your storage
Join Date: Jul 2005
Location: Southampton
Posts: 13,933
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Sweet genius, imagine how much games for the PS3 could be compressed.
I quote myself "We need blu-ray space my arse" |
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#3 |
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Richard Swinburne
bit-tech Staff
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,228
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Ive got to admit I can see 360 games developers using this a lot more in the future. Considering that 360 games are limited to just 8.5Gig of space (considering they don't want to make a multi-disk game), compared to Sony's possible 50Gig, this could have a massive impact in a few years once we see several itterations of games on next gen from games developers make more advanced content.
Not only that but faster access from the disk as well as there is less to read. Considering the fact it's highly math based I can see the PS3's cores being used to simultainiously decompress and render textures on the Cells quite efficiently before sending them to memory. |
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#4 |
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Alignment: Sarcastic Good
Join Date: Jan 2004
Location: Belfast, NI
Posts: 1,750
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Fantastic stuff. Like doug said, this is indeed genius - cutting out 477MB of game data is massive!
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#5 |
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Multimodder
Join Date: Nov 2002
Location: Norway
Posts: 197
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Maybe I didn't read the article well enough, but what are the performance gain/loss with this type of texturing, compared to regular bitmap-texturing?
I imagine not reading large textures from the hard drive could be a performance gain, but the CPU would have to actually "render" these textures into memory, so I'd say that's a performance loss as opposed to regular bitmap textures?
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#6 | |
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Multimodder
Join Date: Oct 2005
Location: Madrid
Posts: 202
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Quote:
Or have I got this wrong?
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#7 |
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Can't mod my way out of a paper bag
Join Date: Aug 2005
Location: Bellingham, WA
Posts: 4,459
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A couple of random thoughts on this...
My computers run SETI@home (never got into folding) and their system is hevially dependent on Fourier transforms for signal processing. I'm wondering if the mathematical systems he's talking about would be beneficial to that system. Second is what is the processor overhead to decompress these textures? I'm assuming that the maths involved are interger based and so current processors are well positioned to handle them, but the sheer volume of calculations to decompress each texture could be intimidating. I suppose it depends on how it's implemented by the developers. If all the textures for a level are decompressed and stored into memory when the level is loaded then it wouldn't be so bad. However if they won't all fit into memory or if for some reason they have to be processed "on the fly" then there could be a potential performance hit as the CPU struggles to keep up with that many interger operations per frame. I wonder what similarities exist between the calculations involved for texture decompression and physics. Both are (AFAIK) heavially interger based math routines and so therefore could end up competing for the same resources. As hard as it may be to believe, I think we could be seeing the beginning to a return of games being processor limited but to the number of operations such as physics and texture decompression being dumped on the CPU. Perhaps these two operations could be combined into a unified API (DX11?). EDIT: Christ, you guys are fast. I sit down for two thoughts and you post 5 messages before I can finish!
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#8 |
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I pwn all your storage
Join Date: Jul 2005
Location: Southampton
Posts: 13,933
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I thought procedural textures were software based, i.e. a dashboard update should be able to enable support.
Especially since the X360 GPU is unified. |
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#9 | |
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Richard Swinburne
bit-tech Staff
Join Date: Mar 2001
Location: Omnipwntent
Posts: 28,228
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#10 | |
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Free from artificial flavourings
Join Date: Apr 2005
Location: Right here, right now
Posts: 2,227
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#11 |
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Modder
Join Date: Jul 2006
Location: Newcastle
Posts: 64
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Wow, the future is cool!
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#12 | ||
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Mube Codder
Join Date: Jul 2002
Location: London, UK
Posts: 4,103
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Quote:
Quote:
In fact moving the load from hard disks which have pretty much not improved in speeds very much at all in the last few years to the CPU whose speed is increasing all the time makes a lot of sense. It is likely that when loading a level, the CPU can be working out all the textures and at the same time the disk can load the level geometry and models into memory. This should result in much faster loading times and finally unburden our slow mechanical spinning hard disks until they are replaced with better things.
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#13 | |
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Multimodder
Join Date: Mar 2005
Location: Middlesbrough UK
Posts: 142
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Quote:
they used this technique there and it worked!
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#14 |
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Et arma et verba vulnerant
Join Date: Mar 2001
Location: Portsmouth, UK
Posts: 2,919
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I have a distinct feeling this will end up like the subject of another Bit's articles, anyone remember Brightside and their IMLED technology? It sounds good, but unless it attracts major players it'll end up being lost in the mists of time
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#15 |
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Just another nobody
Join Date: Jun 2001
Location: Oxford
Posts: 2,671
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#16 |
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Tories ftw!
Join Date: Jul 2004
Location: England - Surrey
Posts: 3,750
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jesus I thought that first image was a photo!!!
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#17 | |
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Hypermodder
Join Date: Jul 2002
Location: Northern Ireland
Posts: 799
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And if anyone has seen the textures used in Roboblitz, they look U3 engine quality! |
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#18 |
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Ultramodder
Join Date: Oct 2004
Location: Holyoke, MA
Posts: 1,281
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I like the fact that hes not a megatexturing fanboy. This type of texturing is exactly what the industry needs! Not bloat like J Carmaks approach.
He's spot on in all areas and he's very knowledgeable. I just hope more companies address this technology, because simply, the graphics are real time real life. I just hope it's also optimized for slower technology. Not something that's a couple years old but not where we would have to spend a couple grand in an upgrade path just to run Unreal 3 with this great visual eye candy.
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#19 | |
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Hypermodder
Join Date: Jul 2002
Location: Northern Ireland
Posts: 799
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#20 |
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Multimodder
Join Date: Jul 2006
Posts: 171
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Sounds very interesting.
As we know from computing, there is the time/space trade-off. If you want things to take up less space, you have to spend more time processing. If you want to take less time processing, they need to take up more space. The question then becomes is the saved space worth the extra time? A few interestings points - How intensive are these calculations, and when would they happen? Is this only on level/data load? So that once textures hit the GPU they are just like our standard bitmap textures? How about when they want to change data during the game, will it cause stuttering? (I'm being a bit dramatic here, but it is worth considering how relatively intense these operations may be). - The main point: He mentioned in the article how it might aide in making development quicker. Does this mean that procedural textures are helpfull only in terms of saving storage space, or ALSO in terms of texture creation? Ie. Do you create your texture the normal way first, then try and figure out how to "fit" that into a procedural model. Or do you design the texture itself using the procedural tools, so that conceivably it's much faster? - On a related issue to the last point: Are their limits to what types of textures can be created procedurarly, or rather what types of textures can be procedurally represented. Can you simply go to an existing game, look at the textures, and procedurally represent/shrink them, or must the game/textures be designed with this in mind? Ie. "Sorry, that texture can't work. But if you get rid of those specs of dust here, and darken the shading over there, then we can procedurally generate it". I'd also like to know explicitly if the time it takes to generate 50MB of texture is FASTER than the time it takes to pull 50MB of "normal" textures off the disk. (It's suggested in the article, but not explicitly mentioned) Interesting ideas. I'd say the "modifying textures on the fly" is the most interesting aspect. While saving storage space is nice, it's not exactly all exciting. And doesn't really have an actual impact on the game itself. (Aside for maybe loading times). Aggies |
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