Pages: 1 [2] 3 :: one page |
|
Author |
Thread Statistics | Show CCP posts - 4 post(s) |
Sandra Tseng
|
Posted - 2006.06.01 13:27:00 -
[31]
oh - not on the topic exacly - and it *might* have been mentioned before - but..
BIGGER LARGE GUN MODELS AND PLEASE GIVE US MISSILE LAUNCH TUBES!
|
Shadar Ishaan
|
Posted - 2006.06.01 13:30:00 -
[32]
Originally by: JasonH2 Any screenshots from Karla or kala or whatever the update is called?
ROFL @ Karla! Get your own set of jump clones for 15 million ISK! |
BoBoZoBo
|
Posted - 2006.06.01 13:51:00 -
[33]
Are there gonna be deformed models and textures?
Like in a battle you may see a ***** or scortch mark? =========================
Minister of Propaganda - Operator 9
|
hitech redneck
|
Posted - 2006.06.01 13:55:00 -
[34]
Has anyone got the current eve build to run on windows vista. I'm a beta tester for vista and found it does not run in its current state. Granted i have not spent much time trying.
|
Iratus Caelestis
|
Posted - 2006.06.01 14:06:00 -
[35]
Originally by: BoBoZoBo Are there gonna be deformed models and textures?
Like in a battle you may see a ***** or scortch mark?
Practically speaking I can't see that happening however the texture shaders in the DX9 updates look to be supporting stuff like dynamic lights (and would assume shadows), if you look at the latest trailer you can see it as the Amarr freighter is attacked. V.Cool.
What I'd really like to see is a target render scene showing what they're aiming for with the dx10 engine.
If you've started work then surely they have software emulation of the features they plan to have accelerated in new hardware. Let us feel the love Oveur.
|
Rashmika Clavain
|
Posted - 2006.06.01 14:32:00 -
[36]
scortch marks could be drawn only on the client side; ie [urely eye candy... no badnwith issues then.
|
GouldFish
|
Posted - 2006.06.01 14:33:00 -
[37]
Originally by: Commoner
Originally by: Dark Shikari EVE already uses DX9 pixel shaders... but yes welcome to 2 months ago.
EVE DX10 and DX9 enhanced are coming
AFAIK eve doesn't use pixel shaders. Fixed pipeline. So Any amount of shader to add eye candy would be sweet :)
Pixel shaders are used, check out the earler videos which talk about then using the pixel shaders they just added (4/5 years ago).
|
Minsc
|
Posted - 2006.06.01 14:36:00 -
[38]
AFAIK, there's only a few things that can be done in DX10 that can't be done in DX9, mainly geometry shaders and geometry instancing, the rest of the effects like normal mapping, hdr and the like are already possible in DX9.
There are some other enhancements in DX10 that make it more efficient as well, which should improve performance in some respects.
|
Commoner
|
Posted - 2006.06.01 14:39:00 -
[39]
Edited by: Commoner on 01/06/2006 14:39:29
Originally by: Minsc AFAIK, there's only a few things that can be done in DX10 that can't be done in DX9, mainly geometry shaders and geometry instancing, the rest of the effects like normal mapping, hdr and the like are already possible in DX9.
There are some other enhancements in DX10 that make it more efficient as well, which should improve performance in some respects.
Actually i think one of the Buzzwords for geometry instancing was for the new SM3. Which is supported under dx 9.0c :)
|
elFarto
|
Posted - 2006.06.01 14:47:00 -
[40]
Edited by: elFarto on 01/06/2006 14:46:58
Originally by: GouldFish Pixel shaders are used, check out the earler videos which talk about then using the pixel shaders they just added (4/5 years ago).
I'm near 100% sure pixel shaders are not used. I do know for 100% vertex shaders aren't used and I've never seen any calls the set the pixel shader via PIX.
Regards elFarto
npc.elfarto.com > Ingame NPC database Simon: River! River? Are you okay? River: I swallowed a bug. |
|
Th3 HuNt3r
|
Posted - 2006.06.01 15:47:00 -
[41]
i still luv how there are no missles launching devices visible in eve.
they just kind explode out of the center of ur hull.....
the day when they give us missle turret models is a good day
|
Dinique
|
Posted - 2006.06.01 15:53:00 -
[42]
I just want the new client to have scaleable graphics settings all the way down to craptastic so that fleet battles can suck less.
_____
There's so many different worlds So many different suns And we have just one world But we live in different ones
|
ARGH69
|
Posted - 2006.06.01 16:05:00 -
[43]
it does not seem like they increased the polygon count, just used bump mapping only.
i would like to see an optional setting for increased poly count, battle & damage marks, and things like torn-apart ships floating in space that can be targeted and interacted with.
|
Ghuntar
|
Posted - 2006.06.01 16:05:00 -
[44]
Edited by: Ghuntar on 01/06/2006 16:05:18
Originally by: elFarto Edited by: elFarto on 01/06/2006 14:46:58
Originally by: GouldFish Pixel shaders are used, check out the earler videos which talk about then using the pixel shaders they just added (4/5 years ago).
I'm near 100% sure pixel shaders are not used. I do know for 100% vertex shaders aren't used and I've never seen any calls the set the pixel shader via PIX.
This makes me wonder how the reflections on the ships are done, if they're not pixel or vertex shaders. I don't know much about 3D engine programming, but wouldn't it have to be by software (rather than by hardware) otherwise, and thus very slow? (T&L is vertex shading, is it?)
|
Alain Josviar
|
Posted - 2006.06.01 16:12:00 -
[45]
Who cares. The novelty of graphics wears off in the first 30min of playing a game. After that you're left with "the game." If the game sucks then it's just another pile of crap in a shiny wrapper. Some are easily ammused with shiny wrappers and flashing lights, but they also wear bibs to catch their drool while they stare at the screen mashing buttons in a random manner. aka Retards.
|
Hoshi Mandella
|
Posted - 2006.06.01 16:13:00 -
[46]
Originally by: Alain Josviar Who cares.
judging by this thread, plenty of people do.
|
Grimpak
|
Posted - 2006.06.01 16:17:00 -
[47]
Originally by: Sandra Tseng oh - not on the topic exacly - and it *might* have been mentioned before - but..
BIGGER LARGE GUN MODELS AND PLEASE GIVE US MISSILE LAUNCH TUBES!
YES PLEASE -------
Originally by: Abdalion
Originally by: Jebidus Skari What, in EVE, is a Tyrant?
Me. Especially when it comes to troll threads.
|
elFarto
|
Posted - 2006.06.01 16:17:00 -
[48]
Originally by: Ghuntar This makes me wonder how the reflections on the ships are done, if they're not pixel or vertex shaders. I don't know much about 3D engine programming, but wouldn't it have to be by software (rather than by hardware) otherwise, and thus very slow? (T&L is vertex shading, is it?)
Well, I can tell you now, they are not 'real' reflections. All of Eve's effects are done using directx's texture stages, which are kinda like a poor mans pixel shader, but very limited in functionality compared to a real pixel shader.
The reflection is actually a cubemap (a 6-sided image) of a point of light, and you can setup directx to change the point on the cubemap to use based on where the camera is and where the vertex is.
Regards elFarto
npc.elfarto.com > Ingame NPC database Simon: River! River? Are you okay? River: I swallowed a bug. |
BoBoZoBo
|
Posted - 2006.06.01 16:23:00 -
[49]
Well I am sure bump mapping is used a lot.. but there definately looks like a bit of a poly increase. The base model its definately a little different.
I also like the fact thtat the difference between the light side and the dark side of the ship have more contrast and you see little more than the windows glowing.. VERY nice.
It would be cool if different systems had different ambient light.. so some systams would be VERY dark on the dark side.. and some mat have some environments that would add some light. =========================
Minister of Propaganda - Operator 9
|
babyblue
|
Posted - 2006.06.01 16:25:00 -
[50]
Yes, Eve does not use DX pixel shaders. If it did, it would look a lot sweeter. Many engines simulate pixel shaders by "scripting" basic texture stage operations with the fixed function pipeline. This simply involves combining multi-texture and/or multi-pass rendering to achieve some simple effects. The environment mapping you see is probably done with simple cube-maps, modulating a base texture. The cube map being generated from the sky box. This only requires two texture stages and is well within the caps of the average DX 6 graphics card. It can also be done with one texture stage and a blending operation with multi-pass (rendering the scene once and then again to apply the environment map).
If you are used to high end graphics, you really notice the difference between the Eve lighting model and more advanced (err, I mean old fashioned, as opposed to ancient) lighting models. It's especially noticable when you are docked in station looking at your ship. The specular/environment maps don't seem match the light sources in the station environment at all. Things are a little better in space, when you have a single point light source (the star).
Still, Torp the explosions look nice :).
|
|
|
Redundancy
|
Posted - 2006.06.01 16:27:00 -
[51]
Originally by: elFarto Edited by: elFarto on 01/06/2006 14:46:58
Originally by: GouldFish Pixel shaders are used, check out the earler videos which talk about then using the pixel shaders they just added (4/5 years ago).
I'm near 100% sure pixel shaders are not used. I do know for 100% vertex shaders aren't used and I've never seen any calls the set the pixel shader via PIX.
The version of Eve on Tranquility is largely DX8, and entirely fixed function.
|
|
elFarto
|
Posted - 2006.06.01 16:32:00 -
[52]
Edited by: elFarto on 01/06/2006 16:32:09
Originally by: Redundancy The version of Eve on Tranquility is largely DX8, and entirely fixed function.
Am I right in thinking the new DX9 engine (from the screenshots I've seen) has only added per-pixel lighting and normal-mapping?
Regards elFarto
npc.elfarto.com > Ingame NPC database Simon: River! River? Are you okay? River: I swallowed a bug. |
|
Redundancy
|
Posted - 2006.06.01 16:44:00 -
[53]
Originally by: elFarto Am I right in thinking the new DX9 engine (from the screenshots I've seen) has only added per-pixel lighting and normal-mapping?
The demonstration put together for E3 included ships that showed off normal mapping and per pixel lighting, but it's not a final version and isn't feature complete.
|
|
Minsc
|
Posted - 2006.06.01 17:18:00 -
[54]
Originally by: Redundancy
Originally by: elFarto Am I right in thinking the new DX9 engine (from the screenshots I've seen) has only added per-pixel lighting and normal-mapping?
The demonstration put together for E3 included ships that showed off normal mapping and per pixel lighting, but it's not a final version and isn't feature complete.
Any chance we are going to get a vid of that demonstration at some point. Pretty please?
|
Hllaxiu
|
Posted - 2006.06.01 17:20:00 -
[55]
Originally by: Redundancy
Originally by: elFarto Am I right in thinking the new DX9 engine (from the screenshots I've seen) has only added per-pixel lighting and normal-mapping?
The demonstration put together for E3 included ships that showed off normal mapping and per pixel lighting, but it's not a final version and isn't feature complete.
Normal mapping and per pixel lighting certainly made it prettier!
I'm curious... are you planning on including HDR? It doesn't seem well suited to a space game... --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Dinique
|
Posted - 2006.06.01 18:40:00 -
[56]
Originally by: Minsc
Originally by: Redundancy
Originally by: elFarto Am I right in thinking the new DX9 engine (from the screenshots I've seen) has only added per-pixel lighting and normal-mapping?
The demonstration put together for E3 included ships that showed off normal mapping and per pixel lighting, but it's not a final version and isn't feature complete.
Any chance we are going to get a vid of that demonstration at some point. Pretty please?
Yes let us download all teh E3 EVE sex!
_____
There's so many different worlds So many different suns And we have just one world But we live in different ones
|
Tank Tigger
|
Posted - 2006.06.10 19:41:00 -
[57]
Originally by: hitech redneck Has anyone got the current eve build to run on windows vista. I'm a beta tester for vista and found it does not run in its current state. Granted i have not spent much time trying.
Did anyone answer your question?
I haven't been able to get it to run either on Dell XPS Gen2 Go 6800 Ultra. Says needs 9.0b support and Vista Beta2 only has 9.0
|
Max Hardcase
|
Posted - 2006.06.10 21:16:00 -
[58]
Edited by: Max Hardcase on 10/06/2006 21:18:01 Edited by: Max Hardcase on 10/06/2006 21:17:46
Originally by: Hllaxiu
I'm curious... are you planning on including HDR? It doesn't seem well suited to a space game...
Au contraire, Imagine how much more luminous laser blasts would be compared to the diffuse lighting from say faraway nebulae.
---------------------------------------------- Max Hardcase > yawn-o-rama Max Hardcase > is this typical of RA warfare ? FreaKsh0 > yes boredom fitted in all their high slots |
Max Hardcase
|
Posted - 2006.06.10 21:20:00 -
[59]
Edited by: Max Hardcase on 10/06/2006 21:19:45 Okay, back to the above quote, HDR would be usefull to space battles, imagine how much more brilliant a laser blast would be compared to the diffuse light seeping from a faraway nebulae.
---------------------------------------------- Max Hardcase > yawn-o-rama Max Hardcase > is this typical of RA warfare ? FreaKsh0 > yes boredom fitted in all their high slots |
Reiisha
|
Posted - 2006.06.10 23:22:00 -
[60]
Originally by: Sarmaul as long as you provide a "fleet mode" (removes all ships so all you can see are the UI boxes) I'll be happy
That would give a problem with the collision hulls. You'd see some icon, go to it, and bump of a dreads collision hull on the way.
However, that is something else entirely - why cant i get within 150km from a dread? Most collision hulls are just spheres, and especially with the long, thin ships, it kills a lot of things (some tactics, cool camera shots, immersion). Fix that first!
|
|
|
|
|
Pages: 1 [2] 3 :: one page |
First page | Previous page | Next page | Last page |