User talk:Neo: Difference between revisions

1,530 bytes added ,  21 October 2008
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(q.s about shadows)
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So, uh, watching the '99 trailer, I am scoping out the realtime shadows (Cf. the throwing clip at 1:17 if you want a clear example). Of course it is a rough-looking implementation because the tech. and the time no doubt could only handle those coarse meshes, but it loks like both blood and shadows ran off this system and then it was replaced with the simple dark-spot shadows that we have now. I am sure you/geyser must have noticed this by now, but I don't see where it has been discussed. So... this capability is not still in the code, is it? Also, a second question: the shadows that objects cast onto the floor in-game: where do they come from? Some of them are pretty wacky, and I personally have a hard time believing they are being mapped dynamically by the engine based upon the nearby lighting. Examples include the crates in the Warehouse. --[[User:Iritscen|Iritscen]] 04:51, 21 October 2008 (CEST)
So, uh, watching the '99 trailer, I am scoping out the realtime shadows (Cf. the throwing clip at 1:17 if you want a clear example). Of course it is a rough-looking implementation because the tech. and the time no doubt could only handle those coarse meshes, but it loks like both blood and shadows ran off this system and then it was replaced with the simple dark-spot shadows that we have now. I am sure you/geyser must have noticed this by now, but I don't see where it has been discussed. So... this capability is not still in the code, is it? Also, a second question: the shadows that objects cast onto the floor in-game: where do they come from? Some of them are pretty wacky, and I personally have a hard time believing they are being mapped dynamically by the engine based upon the nearby lighting. Examples include the crates in the Warehouse. --[[User:Iritscen|Iritscen]] 04:51, 21 October 2008 (CEST)
:Adding some more interesting points, in the PC I found these:
0001:001073F0      _ONrMotoko_GraphicsQuality_CharacterPolygonCount
0001:00107440      _ONrMotoko_GraphicsQuality_RayCastCount
0001:00107490      _ONrMotoko_GraphicsQuality_NumDirectionalLights
0001:001074E0      _ONrMotoko_GraphicsQuality_RayCount
0001:00107530      _ONrMotoko_GraphicsQuality_SupportTrilinear
0001:00107540      _ONrMotoko_GraphicsQuality_SupportCosmeticCorpses
0001:00107550      _ONrMotoko_GraphicsQuality_SupportHighQualityCorpses
0001:00107560      _ONrMotoko_GraphicsQuality_NeverUseSuperLow
:But the Mac has a few more:
0001:00072C04      _ONrMotoko_GraphicsQuality_CharacterPolygonCount
0001:00072C7C      _ONrMotoko_GraphicsQuality_RayCastCount
0001:00072CF4      _ONrMotoko_GraphicsQuality_NumDirectionalLights
0001:00072D6C      _ONrMotoko_GraphicsQuality_RayCount
0001:00072DE4      _ONrMotoko_GraphicsQuality_SupportShadows
0001:00072E10      _ONrMotoko_GraphicsQuality_SupportTrilinear
0001:00072E3C      _ONrMotoko_GraphicsQuality_SupportReflectionMapping
0001:00072E68      _ONrMotoko_GraphicsQuality_SupportHighQualityTextures
0001:00072E94      _ONrMotoko_GraphicsQuality_SupportCosmeticCorpses
0001:00072EC0      _ONrMotoko_GraphicsQuality_SupportHighQualityCorpses
0001:00072EEC      _ONrMotoko_GraphicsQuality_NeverUseSuperLow
0001:00072F18      _ONrMotoko_GraphicsQuality_HardwareBink
Any ideas on how to test the SupportShadows, SupportHighQualityTextures, SupportReflectionMapping?
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