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Even more details with the Cryengine 2

Crysis: Photorealistic surfaces due to Texture Pack

News from the Crysis modding frontier: User Ultimarage introduced the first samples of his forthcoming Texture Pack in the Crymod Forum.
Ultimarage Texture Pack POM (6)
 
Ultimarage Texture Pack POM (6) [Source: view picture gallery]
Ultimarage announced in the Crymod Forum that he will release a small texture pack with 5 to 6 textures that are prepared for Parallax Occlusion Mapping (POM). POM is an enhanced version of Bump and Normal Mapping that simulates corrugations and immersions.

For the POM texture Ultimarage uses 3Dc /Normal/Height) and DXT1 (Diffuse) as a compression formate. The POM Maps are 512 x 512 pixels big. More information about the textures can be found in the Crymod Forum. In our gallery we show some of the detail textures like stones, leaves and roots, which we think to be really worth looking at. Furthermore we also have some POM textures from other modders. As soon as the Texture Pack is released, we will assemble some direct comparison pictures.

Picture gallery  (enlarge to view source)



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Author: Thilo Bayer (Jul 06, 2009)


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Comments (7)

Comments 4 to 7  Read all comments here!
ruyven_macaran Re: Crysis: Photorealistic surfaces due to Texture Pack
Super Moderator
13.07.2009 01:42
Ok - so the "afaik" at the start was a good idea
A quick search only brought up comparisions to normal mapping - which does create additional geometry.
Though todays GPUs must be a lot better in raytraycing-processes, if this approach is the faster one. Or I'm just to stupid, to see any other approach doing these shadows, then "by pixel" as well. And "number of pixels" by "number of light sources" should give a huge number of calculations.

Anyway, the paragraph about tesslations holds on
Ar.Pi Re: Crysis: Photorealistic surfaces due to Texture Pack
Senior Member
12.07.2009 21:41
Quote: (Originally Posted by ruyven_macaran)
Probably not. As well as "normal" "normal mapping", parallax occlusion mapping is, afaik, just a very convenient format to transport detailed information to the graphic card.
But as soon, as it is applied, all the little numbs and dents have to be calculated as actual geometry, to enable further effects (like dynamic and multiple (self) shadowing). So let's say a stone wall looks a lot better, if you use p-o-mapping instead of bump mapping. But while the bump-mapped wall still consists of only two triangles and a couple of image layers, the p-o-mapped version of the wall uses a seperate polygon for each side of each brick and each surface of each crack in this wall, thereby increasing gpu-load by several orders of magnitude.

The same applies for tesselation - it's nice, if you tesselate a curve into 125153 bits, until every single pixel has represents its own polygon and therefore the curve looks perfectly smooth. And tesselation allows you, to do this, without loading the cpu.
But you still apply the full load of such detailed geometry to the gpu - and frankly: In a 3 GHz-Quadcore-GTX275 System running e.g. Crysis, it's not exactly the CPU, thats overloaded and the GPU, that's idling around...
So personally, I'm quite happy, that developers don't use these techniques at the moment.


That was a 'Nerd Moment' with ruyven.
ruyven_macaran Re: Crysis: Photorealistic surfaces due to Texture Pack
Super Moderator
12.07.2009 17:26
Probably not. As well as "normal" "normal mapping", parallax occlusion mapping is, afaik, just a very convenient format to transport detailed information to the graphic card.
But as soon, as it is applied, all the little numbs and dents have to be calculated as actual geometry, to enable further effects (like dynamic and multiple (self) shadowing). So let's say a stone wall looks a lot better, if you use p-o-mapping instead of bump mapping. But while the bump-mapped wall still consists of only two triangles and a couple of image layers, the p-o-mapped version of the wall uses a seperate polygon for each side of each brick and each surface of each crack in this wall, thereby increasing gpu-load by several orders of magnitude.

The same applies for tesselation - it's nice, if you tesselate a curve into 125153 bits, until every single pixel has represents its own polygon and therefore the curve looks perfectly smooth. And tesselation allows you, to do this, without loading the cpu.
But you still apply the full load of such detailed geometry to the gpu - and frankly: In a 3 GHz-Quadcore-GTX275 System running e.g. Crysis, it's not exactly the CPU, thats overloaded and the GPU, that's idling around...
So personally, I'm quite happy, that developers don't use these techniques at the moment.

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