ohara
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Everything posted by ohara
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we don't have final satelite map under forests, good eye Also faces have final model, but not final mimics and don't have skinshader, both is wip. Also most of particles are placeholders (waiting for some functions from programmers). Please remember this video is from early alphaversion, there will be still lot of tuning. Falling parshutes dont have animation etc, please be patient, we are busy with all of these things and working on them.
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This is different problem- dynamic lightmaps, we have that in VBSx done, but i dont know if there will be time to transfer this lighting method to ARMA2, but we talked about that.
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Its because we have now new better method - cascade shadow buffers for higher detailed soft shadow, but its not finished now. So on some object that it used stencil shadows its not working yet, dont worry about that.
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1) you dont know anything about what is in a2 implemented for now 2) until will be game in shops we can any time as we will want or need use any tech. transfer from our serious game products (and we normaly do that) - really big advatage, what you think ))) ? and you dont know anythink about tech in this segment of our research&dev 3) I , not sure about OFP2 in march, if you want, Im sure that it will be much more later
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Its just your opinion, where are any facts about that?
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I can here promise everythink that you want to hear, but this still will be just promise, not fact. So if you want, you can compare some ingame sshots or videos, or compare final games. If you are interesting about real realistic IR, we have one of most advanced simulated tech. worldwide http://virtualbattlespace.vbs2.com/index.p....emid=88
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From my point of view, there is nothing to compare now. We are finishing with A2, OFP2 is still in promises phase. As we everybody know, promised could be everything In this stage, talking about OFP2 is like discuss about religion. If you still want to do it, please talk about pure and confirmed facts.
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Yes, that is micro AI in action
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everything is possible, but there is milon other things thats need to do, grass, or better shader for skin or reflection/refraction or volumetric fog or color randomisation of trees or.......... Not possible to do everything with all programmers around world
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1. this is different strory, we will change texture for middle distance, there is no conection to grass 2.algorithm for placing specific clutter (variation) depends on nuber of surfaces, now we can have just 6 difernt surfaces in square, this is main limitation of clutter variability. Why 6 surfaces? Because it makes shader for landscape long, so every other surface makes lanscape slower and slower. 3.there is something like that 4. I dont know, but its mostly on grafic card, then on CPU
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I dont have time to read whole topic, but little bit about grass. 1) grass possition must be possible to compute very fast, so that makes some more sophisticated placing problematic, distance dependent with same density 2)when we tryed density like in Game2, overal fps was about 3 frames, (that problem with sshots, look nice but not works) 3) for fast rendering there must be limited number of grass clutter in scene, but thats mean, that clutter must be relatively wide, but this cause problem with placing, because wide clutter allways go to roads, buildings etc. So it must be some compromise between size and number of grass clutter in scene 4)there are also other limitation like performance dependency on overal surface of grass in screen space - overdraw and similar dependency on vertexes in distant area, so diferent lods must be prepared diferently There could be nice idea to draw clutter with density dependend on view angle and distance, but i dont know if we wil have time to do it and also if this more sophisticated shader will be fast enought for use
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Operation Flashpoint 2 officially announced
ohara replied to imported_bör's topic in OFFTOPIC - Games & Gaming
Is this ArmA CGI prerender with ingame models? Yes, this is rendered picture with all ingame models, so its big diference between what you can see in render and ingame. Generally, renders does not say anything about game, its just promo. U can see some ingame models, but with today HW all models look similar and in fact you can buy them. -
This is relativelly old sshots (about 6 months old ), there will be some new soon due summer.
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Not for ArmaII, crysis have just two types of destructible trees what i remember. Making general system will need lot of time on side of Linda and engine also, there is no time for such complex development and research in Arma II. I still have lot of work on just simple models, generating of geometry and some pine trees tweaking.
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For shame, diversity is big frame killer, because "scene graph" is in this case very complex and it makes trouble for CPU to prepare scene for drawing. Also big diversity is limiting factor for instancing. So we must find compromise between visual quality and minimal requierements.
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>What me make thinking is, that they don't show the destruction part, but we.... Look at 5. scaned page with TAC building..;)
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Again, there is no special tool for animation, we use Motionbuilder and max or maya, importing this data to O2 in FBX format. So only what you can expect is some import plugin of FBX format in final version of O2 tools.
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We are using for importing animation and skinning now FBX format, we found mel sripts sometimes problematic, slow and unstable. Im not surre if there will be support for importing FBX to O2 in free tools, but its possible.
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ARMAII will support only SM 3.0 or higher, (SM 2.0 GC will not be supported). DX9 and DX10 will be both supported.
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Yes, we found solution how to reduce overdraw about 25%, but this solution need diferent representation of tree surfaces and vertexes (diferent model and binarisation of this model and diferent way, how to switch vegetation lods). So it's not usable for curent vegetation data and will be used in next projects. Alphatextures mean also masked textures (that is 1bit transparency or opacity if you want and we use them)
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Yes, we found solution how to reduce overdraw about 25%, but this solution need diferent representation of tree surfaces and vertexes (diferent model and binarisation of this model and diferent way, how to switch vegetation lods). So it's not usable for curent vegetation data and will be used in next projects. Alphatextures mean also masked textures (that is 1bit transparency or opacity if you want and we use them)
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_NON format documentation added to wiki.
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Drop of FPS in vegetation is caused by overdaw, it means that grafic card is not able to draw so many pixels that scene needs. When GC draw scene, it automatically cut hiden pixels, BUT only if this pixels are not alphatransparent. Vegetation is builded from polygons with some opacity textures, so this cuting (early Z test on HW) not work here. There is no simple solution, better performance will be with low shading detail settings (simplified pixel shader), but overdraw is still there. Also using of worst LODs will not help so match, because less polygons means worst tree shape aproximation and final surface (what is most important for overdraw reduction) will be similar. We are still woring on some research in this area.
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Drop of FPS in vegetation is caused by overdaw, it means that grafic card is not able to draw so many pixels that scene needs. When GC draw scene, it automatically cut hiden pixels, BUT only if this pixels are not alphatransparent. Vegetation is builded from polygons with some opacity textures, so this cuting (early Z test on HW) not work here. There is no simple solution, better performance will be with low shading detail settings (simplified pixel shader), but overdraw is still there. Also using of worst LODs will not help so match, because less polygons means worst tree shape aproximation and final surface (what is most important for overdraw reduction) will be similar. We are still woring on some research in this area.
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Proxy now can have proxy (as hierarchical structure), so also weapons.


