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.
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