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Nintendo patents in displacement mapping
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Re: Nintendo patents in displacement mapping
Audience: But Tethuida, what is displacement mapping?
Tethuida: Well boys and girls... Quote:
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Re: Nintendo patents in displacement mapping
I'm a nerd for understanding exactly what that means.
And hey, good one for Nintendo. So, this raises the question: Was Samus in the E3 preview actually displacement-mapped? It would be hard to see because of the grainy quality. |
Re: Nintendo patents in displacement mapping
No, Samus was not displacement mapped.
What we'll see is highly complex character models composed of only a couple thousand polygons, compared to 5,000-30,000+ on 360 and PS3 with bump and normal mapping techniques. Displacement mapping is the real deal that even parallax mapping can't come close to in detail, and is worth every resource it consumes compared to polygon rate. And since Revolution has nearly 1/7th of the pixels it has to draw onscreen like the other two, it can throw effects like these at you all day without flinching. It's obvious PS3 and 360 are better if Revolution supported HD (RAM size alone would mean more repeating textures), but only in 480p/16:9, they will look the same. |
Re: Nintendo patents in displacement mapping
Is that article credible?
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Re: Nintendo patents in displacement mapping
Sounds nice, but I have to see it before I believ it.
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Re: Nintendo patents in displacement mapping
I think this news has made things a little more interesting. Now I have gone on record in various places (in blog for example - ;)) doubting the significance of this HD era guff. Perhaps it is because I live in the UK and HD enabled TV channels are pretty much unheard of. Uptake of HD televisions (certainly at the high end of the scale) will take a long time. In any case if displacement mapping is as good as it sounds, which seems likely, it certainly gives a lot of power to Nintendo's arm.
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