(08-05-2016, 05:40 AM)AnyOldName3 Wrote: [ -> ]Parallax mapping isn't actually that slow on modern hardware. If someone was running Dolphin at high resolutions with custom textures and shaders, they'd likely be using a fast enough machine that it shouldn't be a major issue.
Can confirm. Gtx 1070, i7 4790k, 12 gb ddr3.
Though I will say, it depends on how much more intensive we are talking. With ssao and the current tessellation enabled, Im nearly at my limit. I do have a bit of wiggle room, but not much. SSAO is a gpu hog. On my old 970, 4k and ssao would max out my gpu usage. The wiggle room coming from the upgrade to the 1070.
Oh and something I worked on today. I figured since im rocking 4k, id experiment with some 4096x4096 textures.
![[Image: 9c90ebde52.png]](http://puu.sh/qpyJx/9c90ebde52.png)
The textures look amazing...
However the game is a bit low on shadows. For example, under the background diagonal beams, there are no shadows visible, which looks unnatural. Also, the large rocks in the foreground look funny for some reason (too bright? shiny? light-colored? no shading underneath, or not dark enough?)
It's the challenge of making old console games look HD with modern realistic rendering features they were never built for. And I'm not asking you to solve it. In a modern game/renderer, could a similar scene look much prettier with similar/lower GPU requirements?
(08-05-2016, 06:25 AM)jimbo1qaz Wrote: [ -> ]The textures look amazing...
However the game is a bit low on shadows. For example, under the background diagonal beams, there are no shadows visible, which looks unnatural. Also, the large rocks in the foreground look funny for some reason (too bright? shiny? light-colored? no shading underneath, or not dark enough?)
It's the challenge of making old console games look HD with modern realistic rendering features they were never built for. And I'm not asking you to solve it. In a modern game/renderer, could a similar scene look much prettier with similar/lower GPU requirements?
I'll let Cryzenx answer that one. XD (Foliage is new, models/textures not so new) Well I should say the character model and the ground texture is new. The link model is either OOT 3D or Hyrule warriors. Can't tell. The lost woods map is from OOT 3D for sure.
https://www.youtube.com/watch?v=aLOBaFwCKbI
Oh and these rocks?
![[Image: 68482b115e.png]](http://puu.sh/qpXHU/68482b115e.png)
If so, I didn't retexture those yet.
Wait, is parallax *occlusion* mapping fast on modern GPUs? Or just basic parallax mapping?
Is it high-quality enough / already in use to replace high-poly meshes for large surfaces? Or at that point, is it just as slow?
EDIT: Parallax occlusion mapping demo:
https://www.youtube.com/watch?v=gp6nKyFNshs
(08-05-2016, 06:06 PM)jimbo1qaz Wrote: [ -> ]Wait, is parallax *occlusion* mapping fast on modern GPUs? Or just basic parallax mapping?
Is it high-quality enough / already in use to replace high-poly meshes for large surfaces? Or at that point, is it just as slow?
EDIT: Parallax occlusion mapping demo: https://www.youtube.com/watch?v=gp6nKyFNshs
I tried running but it didn't work. Q.Q
Holy cow, maxing out a 1070? I didn't know that was possible! Just wondering, but how does it look with AA?
(08-05-2016, 06:25 AM)jimbo1qaz Wrote: [ -> ]However the game is a bit low on shadows. For example, under the background diagonal beams, there are no shadows visible, which looks unnatural...
It's the challenge of making old console games look HD with modern realistic rendering features they were never built for. And I'm not asking you to solve it. In a modern game/renderer, could a similar scene look much prettier with similar/lower GPU requirements?
I think Tomoya's project is
working on that now.
(08-05-2016, 10:34 PM)Mxyl V Wrote: [ -> ]Holy cow, maxing out a 1070? I didn't know that was possible! Just wondering, but how does it look with AA?
I think Tomoya's project is working on that now.
At 4k I wouldn't even bother using AA. That would be over kill. XD