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"unlimited numbers of 128,000 x 128,000 pixel textures, terabytes of source data" (part1, 3:33) rare to hear about images this large in routine use. cool. --
by davi 17y ago
"unlimited numbers of 128,000 x 128,000 pixel textures, terabytes of source data" (part1, 3:33)
rare to hear about images this large in routine use. cool.
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on id's experience with developing for multiple platforms at once: build up in house expertise; have a build system that does automatic tests against each platform at once (part2, ~7:30)
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on the future of gaming, and the cloud: imagines a 100 petabyte data store, a World of Warcraft-sized texture, people interacting with it using consoles that have no optical media, just an ethernet port (part3, 6:45)
- timdorr 17y agoThe images themselves aren't that large, but are procedurally generated from sprites/stamps. But it's still damn impressive that they can keep up with that number of stampings at that scale. It's even more impressive when you figure they can do it in 1/60th of a second.
- davi 17y agoWhy is he talking about 'terabytes of source data' then? If they're procedurally generated, then stored and rendered, they "are that large". Maybe I'm missing something. [edit: also he talks about the workflow the artists use -- they are working with large images as well -- doesn't sound procedural, particularly]
- modeless 17y agoThe images aren't procedurally generated; they really are that large. Stamping is just an easy way for artists to generate an image that large; the stamps are baked into the texture as soon as the artist places them, and afterward the artist can go back and individually edit every pixel. Obviously you can't ship an image that large on a DVD, so there's a lot of compression that has to happen, and a lot of that data will eventually just get thrown out. I believe id is using a system that uses recorded player sessions to figure out which parts of the texture are likely to be shown on-screen in actual gameplay.